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 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.