L L4D2node

CFuncTrackTrain::InputSetSpeedReal

0x00b10a30 · 98 bytes · __thiscall

_ZN15CFuncTrackTrain17InputSetSpeedRealER11inputdata_t

Decompiled

undefined (2 params)

/* CFuncTrackTrain::InputSetSpeedReal(inputdata_t&) */

void __thiscall CFuncTrackTrain::InputSetSpeedReal(CFuncTrackTrain *this,inputdata_t *param_1)

{
  float fVar1;
  float fVar2;
  
  fVar1 = *(float *)(param_1 + 8);
  if (*(int *)(param_1 + 0x18) == 1) {
    fVar2 = *(float *)(this + 0x484);
    if ((fVar1 <= *(float *)(this + 0x484)) && (fVar2 = fVar1, fVar1 <= 0.0)) {
      fVar2 = 0.0;
    }
  }
  else {
    fVar2 = *(float *)(this + 0x484);
    if (0.0 <= fVar2) {
      fVar2 = 0.0;
    }
  }
  SetSpeed(this,fVar2,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)