CFuncTrackTrain::SetControls
0x00b0dbd0 · 198 bytes · __thiscall
_ZN15CFuncTrackTrain11SetControlsEP11CBaseEntity
Decompiled
undefined (2 params)
/* CFuncTrackTrain::SetControls(CBaseEntity*) */
void __thiscall CFuncTrackTrain::SetControls(CFuncTrackTrain *this,CBaseEntity *param_1)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float *pfVar6;
fVar1 = *(float *)(param_1 + 0x39c);
fVar2 = *(float *)(param_1 + 0x3a0);
fVar3 = *(float *)(param_1 + 0x3a4);
pfVar6 = (float *)(**(code **)(*(int *)(param_1 + 0x194) + 4))(param_1 + 0x194);
fVar4 = pfVar6[2];
fVar5 = *pfVar6;
*(float *)(this + 0x44c) = fVar2 + pfVar6[1];
*(float *)(this + 0x450) = fVar3 + fVar4;
*(float *)(this + 0x448) = fVar1 + fVar5;
pfVar6 = (float *)(**(code **)(*(int *)(param_1 + 0x194) + 8))(param_1 + 0x194);
fVar4 = pfVar6[2];
fVar5 = *pfVar6;
*(float *)(this + 0x458) = fVar2 + pfVar6[1];
*(float *)(this + 0x45c) = fVar3 + fVar4;
*(float *)(this + 0x454) = fVar1 + fVar5;
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.