L L4D2node

CFuncTrackTrain::UpdateTrainVelocity

0x00b0cd90 · 939 bytes · __cdecl

_ZN15CFuncTrackTrain19UpdateTrainVelocityEP10CPathTrackS1_RK6Vectorf

Decompiled

undefined (4 params)

/* CFuncTrackTrain::UpdateTrainVelocity(CPathTrack*, CPathTrack*, Vector const&, float) */

void CFuncTrackTrain::UpdateTrainVelocity
               (CPathTrack *param_1,CPathTrack *param_2,Vector *param_3,float param_4)

{
  float fVar1;
  int iVar2;
  longdouble lVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float local_18;
  float local_14;
  float local_10;
  
  iVar2 = *(int *)(param_1 + 0x4b4);
  if (iVar2 == 0) {
    local_18 = *(float *)param_4 - *(float *)(param_1 + 0x39c);
    local_14 = *(float *)((int)param_4 + 4) - *(float *)(param_1 + 0x3a0);
    local_10 = *(float *)((int)param_4 + 8) - *(float *)(param_1 + 0x3a4);
    VectorNormalize((Vector *)&local_18);
    fVar4 = *(float *)(param_1 + 0x11c);
    goto LAB_00b0ceb5;
  }
  if (iVar2 < 0) {
    return;
  }
  if (2 < iVar2) {
    return;
  }
  if (param_1[0x500] == (CPathTrack)0x0) {
    if ((param_2 == (CPathTrack *)0x0) || (param_3 == (Vector *)0x0)) goto LAB_00b0cefe;
    fVar4 = *(float *)(param_2 + 0x11c);
    if (*(float *)(param_2 + 0x11c) == 0.0) {
      fVar4 = *(float *)(param_1 + 0x11c);
    }
    fVar1 = *(float *)(param_3 + 0x11c);
    if ((fVar1 == 0.0) || (fVar4 == fVar1)) {
      local_18 = *(float *)(param_1 + 0x39c);
      local_14 = *(float *)(param_1 + 0x3a0);
      *(float *)(param_1 + 0x11c) = fVar4 * *(float *)(param_1 + 0x488);
      local_10 = *(float *)(param_1 + 0x3a4);
    }
    else {
      fVar7 = *(float *)(param_3 + 0x3a0) - *(float *)(param_2 + 0x3a0);
      fVar5 = *(float *)(param_3 + 0x3a4) - *(float *)(param_2 + 0x3a4);
      fVar6 = *(float *)(param_3 + 0x39c) - *(float *)(param_2 + 0x39c);
      local_18 = *(float *)(param_1 + 0x39c);
      fVar5 = SQRT(fVar5 * fVar5 + fVar7 * fVar7 + fVar6 * fVar6);
      if (fVar5 == 0.0) {
        local_14 = *(float *)(param_1 + 0x3a0);
        local_10 = *(float *)(param_1 + 0x3a4);
      }
      else {
        local_14 = *(float *)(param_1 + 0x3a0);
        fVar6 = local_18 - *(float *)(param_2 + 0x39c);
        local_10 = *(float *)(param_1 + 0x3a4);
        fVar7 = local_14 - *(float *)(param_2 + 0x3a0);
        fVar8 = local_10 - *(float *)(param_2 + 0x3a4);
        fVar5 = SQRT(fVar7 * fVar7 + fVar6 * fVar6 + fVar8 * fVar8) / fVar5;
        if (iVar2 == 2) {
          fVar5 = fVar5 * fVar5 * 3.0 - (fVar5 + fVar5) * fVar5 * fVar5;
        }
        *(float *)(param_1 + 0x11c) =
             ((1.0 - fVar5) * fVar4 + fVar5 * fVar1) * *(float *)(param_1 + 0x488);
      }
    }
  }
  else {
    fVar4 = *(float *)(param_1 + 0x11c);
    fVar1 = *(float *)(param_1 + 0x4f0);
    if (fVar4 == fVar1) {
LAB_00b0cefe:
      local_18 = *(float *)(param_1 + 0x39c);
      local_14 = *(float *)(param_1 + 0x3a0);
      local_10 = *(float *)(param_1 + 0x3a4);
    }
    else {
      if (ABS(fVar4) < ABS(fVar1)) {
        fVar5 = *(float *)(param_1 + 0x4f8);
      }
      else {
        fVar5 = *(float *)(param_1 + 0x4fc);
      }
      lVar3 = (longdouble)Approach(fVar1,fVar4,fVar5 * *(float *)(gpGlobals + 0x10));
      local_18 = *(float *)(param_1 + 0x39c);
      local_14 = *(float *)(param_1 + 0x3a0);
      local_10 = *(float *)(param_1 + 0x3a4);
      *(float *)(param_1 + 0x11c) = (float)lVar3;
    }
  }
  local_18 = *(float *)param_4 - local_18;
  local_14 = *(float *)((int)param_4 + 4) - local_14;
  local_10 = *(float *)((int)param_4 + 8) - local_10;
  VectorNormalize((Vector *)&local_18);
  fVar4 = *(float *)(param_1 + 0x11c);
LAB_00b0ceb5:
  fVar4 = ABS(fVar4);
  local_18 = local_18 * fVar4;
  local_14 = local_14 * fVar4;
  local_10 = fVar4 * local_10;
  CBaseEntity::SetLocalVelocity((CBaseEntity *)param_1,(Vector *)&local_18);
  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)