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 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.