L L4D2node

CFuncTrainControls::Find

0x00b0dca0 · 232 bytes · __thiscall

_ZN18CFuncTrainControls4FindEv

Decompiled

undefined (1 param)

/* CFuncTrainControls::Find() */

void __thiscall CFuncTrainControls::Find(CFuncTrainControls *this)

{
  char cVar1;
  char *pcVar2;
  undefined1 *puVar3;
  CBaseEntity *this_00;
  undefined1 local_24 [20];
  
  this_00 = (CBaseEntity *)0x0;
  do {
    pcVar2 = *(char **)(this + 0xf8);
    if (pcVar2 == (char *)0x0) {
      pcVar2 = "";
    }
    this_00 = (CBaseEntity *)
              CGlobalEntityList::FindEntityByName
                        ((CGlobalEntityList *)gEntList,this_00,pcVar2,(CBaseEntity *)0x0,
                         (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
    if (this_00 == (CBaseEntity *)0x0) {
      puVar3 = &DAT_00d539c2;
      if (*(undefined1 **)(this + 0xf8) != (undefined1 *)0x0) {
        puVar3 = *(undefined1 **)(this + 0xf8);
      }
      Msg("No train %s\n",puVar3);
      return;
    }
    if (*(char **)(this_00 + 0x7c) == "func_tracktrain") break;
    cVar1 = CBaseEntity::ClassMatchesComplex(this_00,"func_tracktrain");
  } while (cVar1 == '\0');
  CFuncTrackTrain::SetControls((CFuncTrackTrain *)this_00,(CBaseEntity *)this);
  CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)0x0);
  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)