CFuncTrackTrain::SetSpeed
0x00b106c0 · 278 bytes · __thiscall
_ZN15CFuncTrackTrain8SetSpeedEfb
Decompiled
undefined (3 params)
/* CFuncTrackTrain::SetSpeed(float, bool) */
void __thiscall CFuncTrackTrain::SetSpeed(CFuncTrackTrain *this,float param_1,bool param_2)
{
float fVar1;
int iVar2;
undefined4 uVar3;
float fVar4;
this[0x500] = (CFuncTrackTrain)param_2;
iVar2 = gpGlobals;
fVar1 = *(float *)(this + 0x11c);
if (param_2) {
*(float *)(this + 0x4f0) = *(float *)(this + 0x488) * ABS(param_1);
*(undefined4 *)(this + 0x4f4) = *(undefined4 *)(iVar2 + 0xc);
if ((fVar1 == 0.0) && (0.0 < ABS(*(float *)(this + 0x488) * ABS(param_1)))) {
*(undefined4 *)(this + 0x11c) = 0x3dcccccd;
}
Start(this);
return;
}
fVar4 = ABS(param_1) * *(float *)(this + 0x488);
*(float *)(this + 0x11c) = fVar4;
if (fVar1 != fVar4) {
if (fVar4 == 0.0) {
Stop(this);
fVar4 = *(float *)(this + 0x11c);
}
else if (fVar1 == 0.0) {
Start(this);
fVar4 = *(float *)(this + 0x11c);
}
else {
Next(this);
fVar4 = *(float *)(this + 0x11c);
}
}
uVar3 = CBaseEntity::GetDebugName((CBaseEntity *)this);
DevMsg(2,"TRAIN(%s), speed to %.2f\n",uVar3,(double)fVar4);
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.