L L4D2node

CFuncTrackTrain::Stop

0x00b0f140 · 131 bytes · __thiscall

_ZN15CFuncTrackTrain4StopEv

Decompiled

undefined (1 param)

/* CFuncTrackTrain::Stop() */

void __thiscall CFuncTrackTrain::Stop(CFuncTrackTrain *this)

{
  undefined4 uVar1;
  undefined1 local_14 [12];
  
  CBaseEntity::SetLocalVelocity((CBaseEntity *)this,(Vector *)&vec3_origin);
  CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&vec3_angle);
  uVar1 = *(undefined4 *)(this + 0x11c);
  *(undefined4 *)(this + 0x11c) = 0;
  *(undefined4 *)(this + 0x478) = uVar1;
  SoundStop(this);
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)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)