L L4D2node

CFuncTrackTrain::OnControls

0x00b092f0 · 344 bytes · __thiscall

_ZN15CFuncTrackTrain10OnControlsEP11CBaseEntity

Decompiled

undefined (2 params)

/* CFuncTrackTrain::OnControls(CBaseEntity*) */

bool __thiscall CFuncTrackTrain::OnControls(CFuncTrackTrain *this,CBaseEntity *param_1)

{
  bool bVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float local_4c;
  float local_48;
  float local_44;
  float local_3c;
  float local_38;
  float local_34;
  float local_2c;
  float local_28;
  float local_24;
  
  bVar1 = false;
  if (((byte)this[0x148] & 2) == 0) {
    fVar4 = *(float *)(param_1 + 0x39c) - *(float *)(this + 0x39c);
    fVar5 = *(float *)(param_1 + 0x3a0) - *(float *)(this + 0x3a0);
    fVar6 = *(float *)(param_1 + 0x3a4) - *(float *)(this + 0x3a4);
    SetupMatrixAngles((QAngle *)&local_4c);
    fVar2 = fVar5 * local_3c + fVar4 * local_4c + fVar6 * local_2c;
    if ((((*(float *)(this + 0x448) <= fVar2) &&
         (fVar3 = local_38 * fVar5 + local_48 * fVar4 + fVar6 * local_28,
         *(float *)(this + 0x44c) <= fVar3)) &&
        (fVar4 = fVar5 * local_34 + fVar4 * local_44 + local_24 * fVar6,
        *(float *)(this + 0x450) <= fVar4)) &&
       ((fVar2 < *(float *)(this + 0x454) || fVar2 == *(float *)(this + 0x454) &&
        (fVar3 < *(float *)(this + 0x458) || fVar3 == *(float *)(this + 0x458))))) {
      bVar1 = fVar4 < *(float *)(this + 0x45c) || fVar4 == *(float *)(this + 0x45c);
    }
  }
  return bVar1;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)