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 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.