CFuncTrackAuto::UpdateAutoTargets
0x00b10d20 · 386 bytes · __cdecl
_ZN14CFuncTrackAuto17UpdateAutoTargetsEi
Decompiled
undefined (1 param)
/* CFuncTrackAuto::UpdateAutoTargets(int) */
void CFuncTrackAuto::UpdateAutoTargets(int param_1)
{
CBaseEdict *pCVar1;
CFuncTrackTrain *this;
int iVar2;
int iVar3;
int iVar4;
uint uVar5;
if ((*(CPathTrack **)(param_1 + 0x4ec) != (CPathTrack *)0x0) &&
(*(CPathTrack **)(param_1 + 0x4f0) != (CPathTrack *)0x0)) {
if (*(int *)(param_1 + 0x508) == 0) {
iVar2 = CPathTrack::GetNext(*(CPathTrack **)(param_1 + 0x4ec));
iVar3 = CPathTrack::GetNext(*(CPathTrack **)(param_1 + 0x4f0));
}
else {
iVar2 = CPathTrack::GetNext(*(CPathTrack **)(param_1 + 0x4f0));
iVar3 = CPathTrack::GetNext(*(CPathTrack **)(param_1 + 0x4ec));
}
if (iVar2 != 0) {
uVar5 = *(uint *)(iVar2 + 0x148) & 0xfffffffe;
if (*(uint *)(iVar2 + 0x148) != uVar5) {
if (*(char *)(iVar2 + 0x6c) == '\0') {
pCVar1 = *(CBaseEdict **)(iVar2 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
*(byte *)(iVar2 + 0x70) = *(byte *)(iVar2 + 0x70) | 1;
}
*(uint *)(iVar2 + 0x148) = uVar5;
}
if (((*(int *)(param_1 + 0x504) == 2) &&
(this = *(CFuncTrackTrain **)(param_1 + 0x4f4), this != (CFuncTrackTrain *)0x0)) &&
(*(float *)(this + 0x11c) == 0.0)) {
CFuncTrackTrain::SetSpeed(this,*(float *)(iVar2 + 0x11c),false);
(**(code **)(**(int **)(param_1 + 0x4f4) + 0x1ac))
(*(int **)(param_1 + 0x4f4),param_1,param_1,2,0);
}
}
if ((iVar3 != 0) && (uVar5 = *(uint *)(iVar3 + 0x148) | 1, *(uint *)(iVar3 + 0x148) != uVar5)) {
if (*(char *)(iVar3 + 0x6c) == '\0') {
pCVar1 = *(CBaseEdict **)(iVar3 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
*(byte *)(iVar3 + 0x70) = *(byte *)(iVar3 + 0x70) | 1;
}
*(uint *)(iVar3 + 0x148) = uVar5;
}
}
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.