CBaseGameStats::Event_FlippedVehicle
0x00462060 · 70 bytes · __thiscall
_ZN14CBaseGameStats20Event_FlippedVehicleEP11CBasePlayerP21CPropVehicleDriveable
Decompiled
undefined (3 params)
/* CBaseGameStats::Event_FlippedVehicle(CBasePlayer*, CPropVehicleDriveable*) */
void __thiscall
CBaseGameStats::Event_FlippedVehicle
(CBaseGameStats *this,CBasePlayer *param_1,CPropVehicleDriveable *param_2)
{
undefined4 uVar1;
undefined1 *puVar2;
puVar2 = &DAT_00d539c2;
if (*(undefined1 **)(param_2 + 0x7c) != (undefined1 *)0x0) {
puVar2 = *(undefined1 **)(param_2 + 0x7c);
}
uVar1 = (**(code **)(*(int *)param_1 + 0xb8))(param_1);
StatsLog(this,"CBaseGameStats::Event_FlippedVehicle [%s] flipped [%s]\n",uVar1,puVar2);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.