CBasePlayer::CacheVehicleView
0x00415df0 · 102 bytes · __thiscall
_ZN11CBasePlayer16CacheVehicleViewEv.part.30
Decompiled
undefined (1 param)
/* CBasePlayer::CacheVehicleView() [clone .part.30] */
void __thiscall CBasePlayer::CacheVehicleView(CBasePlayer *this)
{
int *in_EAX;
int *piVar1;
undefined4 uVar2;
piVar1 = (int *)(**(code **)(*in_EAX + 0x500))();
if (piVar1 != (int *)0x0) {
uVar2 = (**(code **)(*piVar1 + 4))(piVar1);
(**(code **)(*piVar1 + 8))(piVar1,uVar2,in_EAX + 0x83a,in_EAX + 0x83d,in_EAX + 0x840);
in_EAX[0x841] = *(int *)(gpGlobals + 4);
}
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.