L L4D2node

CFuncTrackTrain::ArriveAtNode

0x00b10c10 · 257 bytes · __thiscall

_ZN15CFuncTrackTrain12ArriveAtNodeEP10CPathTrack

Decompiled

undefined (2 params)

/* CFuncTrackTrain::ArriveAtNode(CPathTrack*) */

void __thiscall CFuncTrackTrain::ArriveAtNode(CFuncTrackTrain *this,CPathTrack *param_1)

{
  float fVar1;
  CBaseEdict *this_00;
  CPathTrack *pCVar2;
  int iVar3;
  uint uVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  uint uVar7;
  
  pCVar2 = (CPathTrack *)CPathTrack::GetNext(param_1);
  FirePassInputs(this,param_1,pCVar2,true);
  uVar4 = *(uint *)(this + 0x148);
  if ((((byte)param_1[0x148] & 8) != 0) && (uVar7 = uVar4 | 2, uVar4 != uVar7)) {
    if (this[0x6c] == (CFuncTrackTrain)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CFuncTrackTrain)((byte)this[0x70] | 1);
    }
    *(uint *)(this + 0x148) = uVar7;
    uVar4 = uVar7;
  }
  if (((uVar4 & 2) != 0) && (*(float *)(param_1 + 0x11c) != 0.0)) {
    SetSpeed(this,*(float *)(param_1 + 0x11c),false);
    fVar1 = *(float *)(param_1 + 0x11c);
    uVar5 = CBaseEntity::GetDebugName((CBaseEntity *)param_1);
    uVar6 = CBaseEntity::GetDebugName((CBaseEntity *)this);
    DevMsg(2,"TrackTrain %s arrived at %s, speed to %4.2f\n",uVar6,uVar5,(double)fVar1);
    return;
  }
  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)