L L4D2node

CFuncTrackTrain::Instance

0x00b0dd90 · 97 bytes · __cdecl

_ZN15CFuncTrackTrain8InstanceEP7edict_t

Decompiled

undefined (1 param)

/* CFuncTrackTrain::Instance(edict_t*) */

CBaseEntity * CFuncTrackTrain::Instance(edict_t *param_1)

{
  int *piVar1;
  char cVar2;
  CBaseEntity *this;
  
  if (((param_1 == (edict_t *)0x0) &&
      ((param_1 = *(edict_t **)(gpGlobals + 0x58), param_1 == (edict_t *)0x0 ||
       (((byte)*param_1 & 2) != 0)))) || (piVar1 = *(int **)(param_1 + 0xc), piVar1 == (int *)0x0))
  {
    this = (CBaseEntity *)0x0;
  }
  else {
    this = (CBaseEntity *)(**(code **)(*piVar1 + 0x18))(piVar1);
  }
  if (*(char **)(this + 0x7c) != "func_tracktrain") {
    cVar2 = CBaseEntity::ClassMatchesComplex(this,"func_tracktrain");
    if (cVar2 == '\0') {
      return (CBaseEntity *)0x0;
    }
  }
  return this;
}

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)