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 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.