L L4D2node

CFuncTrain::Start

0x00b11f90 · 96 bytes · __thiscall

_ZN10CFuncTrain5StartEv

Decompiled

undefined (1 param)

/* CFuncTrain::Start() */

void __thiscall CFuncTrain::Start(CFuncTrain *this)

{
  uint uVar1;
  CBaseEdict *this_00;
  int iVar2;
  
  uVar1 = *(uint *)(this + 0x148);
  if ((uVar1 & 1) != 0) {
    if (uVar1 != (uVar1 & 0xfffffffe)) {
      if (this[0x6c] == (CFuncTrain)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar2 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CFuncTrain)((byte)this[0x70] | 1);
      }
      *(uint *)(this + 0x148) = uVar1 & 0xfffffffe;
    }
    Next(this);
    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)