L L4D2node

CFuncTrackTrain::InputSetSpeedDirAccel

0x00b10b80 · 126 bytes · __thiscall

_ZN15CFuncTrackTrain21InputSetSpeedDirAccelER11inputdata_t

Decompiled

undefined (2 params)

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

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

{
  bool bVar1;
  float fVar2;
  
  fVar2 = 0.0;
  bVar1 = true;
  if (*(int *)(param_1 + 0x18) == 1) {
    bVar1 = 0.0 <= *(float *)(param_1 + 8);
    fVar2 = ABS(*(float *)(param_1 + 8));
    if (fVar2 <= 0.0) {
      fVar2 = 0.0;
    }
    if (1.0 <= fVar2) {
      fVar2 = 1.0;
    }
  }
  SetDirForward(this,bVar1);
  SetSpeed(this,fVar2 * *(float *)(this + 0x484),true);
  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)