L L4D2node

CFuncTrackTrain::SetDirForward

0x00b0ccd0 · 166 bytes · __thiscall

_ZN15CFuncTrackTrain13SetDirForwardEb

Decompiled

undefined (2 params)

/* CFuncTrackTrain::SetDirForward(bool) */

void __thiscall CFuncTrackTrain::SetDirForward(CFuncTrackTrain *this,bool param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  if (param_1) {
    if (*(float *)(this + 0x488) != 1.0) {
      if (*(CPathTrack **)(this + 0x440) != (CPathTrack *)0x0) {
        iVar1 = CPathTrack::GetPrevious(*(CPathTrack **)(this + 0x440));
        if (iVar1 != 0) {
          uVar2 = CPathTrack::GetPrevious(*(CPathTrack **)(this + 0x440));
          *(undefined4 *)(this + 0x440) = uVar2;
        }
      }
      *(undefined4 *)(this + 0x488) = 0x3f800000;
    }
  }
  else if (*(float *)(this + 0x488) != -1.0) {
    if (*(CPathTrack **)(this + 0x440) != (CPathTrack *)0x0) {
      iVar1 = CPathTrack::GetNext(*(CPathTrack **)(this + 0x440));
      if (iVar1 != 0) {
        uVar2 = CPathTrack::GetNext(*(CPathTrack **)(this + 0x440));
        *(undefined4 *)(this + 0x440) = uVar2;
      }
    }
    *(undefined4 *)(this + 0x488) = 0xbf800000;
    return;
  }
  return;
}

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)