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 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.