CFuncTrackChange::EvaluateTrain
0x00b0e2c0 · 200 bytes · __thiscall
_ZN16CFuncTrackChange13EvaluateTrainEP10CPathTrack
Decompiled
undefined (2 params)
/* CFuncTrackChange::EvaluateTrain(CPathTrack*) */
undefined1 __thiscall CFuncTrackChange::EvaluateTrain(CFuncTrackChange *this,CPathTrack *param_1)
{
int iVar1;
CPathTrack *pCVar2;
undefined1 uVar3;
float fVar4;
float fVar5;
if ((param_1 == (CPathTrack *)0x0) || (iVar1 = *(int *)(this + 0x4f4), iVar1 == 0)) {
return 0;
}
pCVar2 = *(CPathTrack **)(iVar1 + 0x440);
if ((pCVar2 != param_1) &&
((*(CPathTrack **)(param_1 + 0x444) == (CPathTrack *)0x0 ||
(pCVar2 != *(CPathTrack **)(param_1 + 0x444))))) {
if (*(CPathTrack **)(param_1 + 0x440) == (CPathTrack *)0x0) {
return 0;
}
if (pCVar2 != *(CPathTrack **)(param_1 + 0x440)) {
return 0;
}
}
uVar3 = 1;
if (*(float *)(iVar1 + 0x11c) == 0.0) {
uVar3 = 2;
fVar5 = *(float *)(this + 0x39c) - *(float *)(iVar1 + 0x39c);
fVar4 = *(float *)(this + 0x3a0) - *(float *)(iVar1 + 0x3a0);
fVar4 = SQRT(fVar4 * fVar4 + fVar5 * fVar5);
if (*(float *)(iVar1 + 0x444) <= fVar4) {
uVar3 = fVar4 <= *(float *)(iVar1 + 0x444) + 150.0;
}
}
return uVar3;
}
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.