CFuncTrain::SetupTarget
0x00b0c050 · 210 bytes · __thiscall
_ZN10CFuncTrain11SetupTargetEv
Decompiled
undefined (1 param)
/* CFuncTrain::SetupTarget() */
void __thiscall CFuncTrain::SetupTarget(CFuncTrain *this)
{
uint uVar1;
char *pcVar2;
int *piVar3;
undefined4 *puVar4;
undefined *puVar5;
undefined1 *puVar6;
uVar1 = *(uint *)(this + 0x4d0);
if ((((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar5 + 4) != 0)) {
return;
}
pcVar2 = *(char **)(this + 0xf8);
if (pcVar2 == (char *)0x0) {
pcVar2 = "";
}
piVar3 = (int *)CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar2,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if (piVar3 == (int *)0x0) {
puVar6 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0xf8) != (undefined1 *)0x0) {
puVar6 = *(undefined1 **)(this + 0xf8);
}
Msg("Can\'t find target of train %s\n",puVar6);
}
else {
*(int *)(this + 0xf8) = piVar3[0x3e];
puVar4 = (undefined4 *)(**(code **)(*piVar3 + 0xc))(piVar3);
*(undefined4 *)(this + 0x4d0) = *puVar4;
}
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.