CFuncTrackTrain::DeadEnd
0x00b09180 · 334 bytes · __thiscall
_ZN15CFuncTrackTrain7DeadEndEv
Decompiled
undefined (1 param)
/* CFuncTrackTrain::DeadEnd() */
void __thiscall CFuncTrackTrain::DeadEnd(CFuncTrackTrain *this)
{
undefined4 uVar1;
CPathTrack *pCVar2;
CBaseEntity *this_00;
undefined4 local_20 [3];
undefined4 local_14;
undefined4 local_10;
pCVar2 = *(CPathTrack **)(this + 0x440);
uVar1 = CBaseEntity::GetDebugName((CBaseEntity *)this);
DevMsg(2,"TRAIN(%s): Dead end ",uVar1);
if (pCVar2 == (CPathTrack *)0x0) {
CBaseEntity::SetLocalVelocity((CBaseEntity *)this,(Vector *)&vec3_origin);
CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&vec3_angle);
DevMsg(2,&DAT_00cff71e,uVar1);
return;
}
if (0.0 < *(float *)(this + 0x478) || *(float *)(this + 0x478) == 0.0) {
do {
this_00 = (CBaseEntity *)pCVar2;
pCVar2 = (CPathTrack *)CPathTrack::GetNext((CPathTrack *)this_00);
pCVar2 = (CPathTrack *)CPathTrack::ValidPath(pCVar2,1);
} while (pCVar2 != (CPathTrack *)0x0);
}
else {
do {
this_00 = (CBaseEntity *)pCVar2;
pCVar2 = (CPathTrack *)CPathTrack::GetPrevious((CPathTrack *)this_00);
pCVar2 = (CPathTrack *)CPathTrack::ValidPath(pCVar2,1);
} while (pCVar2 != (CPathTrack *)0x0);
}
CBaseEntity::SetLocalVelocity((CBaseEntity *)this,(Vector *)&vec3_origin);
CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&vec3_angle);
uVar1 = CBaseEntity::GetDebugName(this_00);
DevMsg(2,"at %s\n",uVar1);
local_20[0] = 0;
local_14 = 0xffffffff;
local_10 = 0;
(**(code **)(*(int *)this_00 + 0xb4))(this_00,"InPass",this,this,local_20,0);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.