L L4D2node

CFuncTrackChange::HitBottom

0x00b0eeb0 · 134 bytes · __thiscall

_ZN16CFuncTrackChange9HitBottomEv

Decompiled

undefined (1 param)

/* CFuncTrackChange::HitBottom() */

void __thiscall CFuncTrackChange::HitBottom(CFuncTrackChange *this)

{
  int iVar1;
  undefined4 uVar2;
  
  CFuncPlatRot::HitBottom((CFuncPlatRot *)this);
  if (*(int *)(this + 0x504) == 2) {
    iVar1 = *(int *)(this + 0x4f4);
    uVar2 = CPathTrack::Nearest(*(CPathTrack **)(this + 0x4f0),(Vector *)(iVar1 + 0x39c));
    *(undefined4 *)(iVar1 + 0x440) = uVar2;
  }
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,-1.0);
  (**(code **)(*(int *)this + 0x33c))(this,*(undefined4 *)(this + 0x440));
  *(undefined4 *)(this + 0x50c) = 1;
  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)