L L4D2node

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 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)