L L4D2node

CFuncTrackChange::Use

0x00b0e3a0 · 170 bytes · __cdecl

_ZN16CFuncTrackChange3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CFuncTrackChange::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CFuncTrackChange::Use(CFuncTrackChange *param_1)

{
  uint uVar1;
  int iVar2;
  
  uVar1 = *(uint *)(param_1 + 0x440);
  if (1 < uVar1) {
    return;
  }
  if (uVar1 == 0) {
    iVar2 = EvaluateTrain(param_1,*(CPathTrack **)(param_1 + 0x4ec));
    *(int *)(param_1 + 0x504) = iVar2;
  }
  else {
    iVar2 = EvaluateTrain(param_1,*(CPathTrack **)(param_1 + 0x4f0));
    *(int *)(param_1 + 0x504) = iVar2;
  }
  if (iVar2 != 1) {
    *(undefined4 *)(param_1 + 0x50c) = 0;
    if (uVar1 != 0) {
                    /* WARNING: Could not recover jumptable at 0x00b0e400. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)param_1 + 0x32c))();
      return;
    }
                    /* WARNING: Could not recover jumptable at 0x00b0e434. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*(int *)param_1 + 0x330))();
    return;
  }
  CBaseEntity::EmitSound((CBaseEntity *)param_1,"FuncTrackChange.Blocking",0.0,(float *)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)