L L4D2node

CFuncTrackTrain::Use

0x00b10900 · 272 bytes · __thiscall

_ZN15CFuncTrackTrain3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (5 params)

/* CFuncTrackTrain::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void __thiscall
CFuncTrackTrain::Use
          (CFuncTrackTrain *param_1,undefined4 param_2,undefined4 param_3,int param_4,float param_5)

{
  float fVar1;
  bool bVar2;
  float fVar3;
  
  if (param_4 != 2) {
    return;
  }
  bVar2 = true;
  fVar3 = 1.0;
  fVar1 = (param_5 +
          (float)((int)(*(float *)(param_1 + 0x11c) * 4.0) / (int)*(float *)(param_1 + 0x484))) *
          0.25;
  if (fVar1 <= 1.0) {
    if (-0.25 <= fVar1) {
      if (((byte)param_1[0x148] & 4) == 0) {
        bVar2 = 0.0 <= fVar1;
        fVar3 = ABS(fVar1);
      }
      else {
        fVar3 = 0.0;
        if (0.0 <= fVar1) {
          fVar3 = ABS(fVar1);
        }
      }
    }
    else {
      fVar3 = 0.25;
      bVar2 = false;
      if ((*(uint *)(param_1 + 0x148) & 4) != 0) {
        fVar3 = 0.0;
        bVar2 = true;
      }
    }
  }
  SetDirForward(param_1,bVar2);
  SetSpeed(param_1,fVar3 * *(float *)(param_1 + 0x484),false);
  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)