L L4D2node

CFuncTrackChange::GoDown

0x00b0e9c0 · 252 bytes · __thiscall

_ZN16CFuncTrackChange6GoDownEv

Decompiled

undefined (1 param)

/* CFuncTrackChange::GoDown() */

void __thiscall CFuncTrackChange::GoDown(CFuncTrackChange *this)

{
  int iVar1;
  float fVar2;
  
  if (*(int *)(this + 0x504) != 1) {
    (**(code **)(*(int *)this + 0x33c))(this,3);
    if (((byte)this[0x148] & 0x10) == 0) {
      CFuncPlatRot::GoDown((CFuncPlatRot *)this);
      *(code **)(this + 0x14) = CFuncPlat::CallHitBottom;
      *(undefined4 *)(this + 0x18) = 0;
      if (*(float *)(this + 0x2d8) < 0.0) {
        fVar2 = -1.0;
      }
      else {
        fVar2 = *(float *)(this + 0x2d8) - *(float *)(this + 0x2d0);
      }
      CFuncPlatRot::RotMove((CFuncPlatRot *)this,(QAngle *)(this + 0x4e0),fVar2);
      iVar1 = *(int *)(this + 0x504);
    }
    else {
      *(code **)(this + 0x14) = CFuncPlat::CallHitBottom;
      *(undefined4 *)(this + 0x18) = 0;
      *(undefined4 *)(this + 0x440) = 3;
      CBaseToggle::AngularMove
                ((CBaseToggle *)this,(QAngle *)(this + 0x4e0),*(float *)(this + 0x11c));
      iVar1 = *(int *)(this + 0x504);
    }
    if (iVar1 == 2) {
      UpdateTrain(this,(QAngle *)(this + 0x4e0));
      *(undefined4 *)(*(int *)(this + 0x4f4) + 0x440) = 0;
      return;
    }
  }
  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)