L L4D2node

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 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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)