L L4D2node

CFuncTrackTrain::UpdateTrainOrientation

0x00b0d930 · 117 bytes · __thiscall

_ZN15CFuncTrackTrain22UpdateTrainOrientationEP10CPathTrackS1_RK6Vectorf

Decompiled

undefined (5 params)

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

void __thiscall
CFuncTrackTrain::UpdateTrainOrientation
          (CFuncTrackTrain *this,CPathTrack *param_1,CPathTrack *param_2,Vector *param_3,
          float param_4)

{
  int iVar1;
  
  if (((byte)this[0x148] & 0x10) == 0) {
    iVar1 = *(int *)(this + 0x4b0);
    if (iVar1 == 1) {
      UpdateOrientationAtPathTracks(this,param_1,param_2,param_3,param_4);
      return;
    }
    if ((0 < iVar1) && (iVar1 < 4)) {
      UpdateOrientationBlend(this,iVar1,param_1,param_2,param_3,param_4);
    }
  }
  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)