L L4D2node

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 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)