L L4D2node

CFuncTrackTrain::FirePassInputs

0x00b0db30 · 149 bytes · __thiscall

_ZN15CFuncTrackTrain14FirePassInputsEP10CPathTrackS1_b

Decompiled

undefined (4 params)

/* CFuncTrackTrain::FirePassInputs(CPathTrack*, CPathTrack*, bool) */

void __thiscall
CFuncTrackTrain::FirePassInputs
          (CFuncTrackTrain *this,CPathTrack *param_1,CPathTrack *param_2,bool param_3)

{
  CPathTrack *pCVar1;
  undefined4 local_30 [3];
  undefined4 local_24;
  undefined4 local_20;
  
  pCVar1 = param_2;
  if (!param_3) {
    param_2 = param_1;
    param_1 = pCVar1;
  }
  do {
    if (param_1 == param_2) {
      return;
    }
    while( true ) {
      if (param_1 == (CPathTrack *)0x0) {
        return;
      }
      local_30[0] = 0;
      local_24 = 0xffffffff;
      local_20 = 0;
      (**(code **)(*(int *)param_1 + 0xb4))(param_1,"InPass",this,this,local_30,0);
      if (!param_3) break;
      param_1 = (CPathTrack *)CPathTrack::GetNext(param_1);
      if (param_1 == param_2) {
        return;
      }
    }
    param_1 = (CPathTrack *)CPathTrack::GetPrevious(param_1);
  } while( true );
}

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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)