L L4D2node

CFourWheelVehiclePhysics::ParseVehicleScript

0x006ad320 · 331 bytes · __thiscall

_ZN24CFourWheelVehiclePhysics18ParseVehicleScriptEPKcR7solid_tR15vehicleparams_t

Decompiled

undefined (4 params)

/* CFourWheelVehiclePhysics::ParseVehicleScript(char const*, solid_t&, vehicleparams_t&) */

undefined4 __thiscall
CFourWheelVehiclePhysics::ParseVehicleScript
          (CFourWheelVehiclePhysics *this,char *param_1,solid_t *param_2,vehicleparams_t *param_3)

{
  uint uVar1;
  int iVar2;
  undefined *puVar3;
  int *piVar4;
  CBaseEntity *pCVar5;
  
  PhysFindOrAddVehicleScript(param_1,param_3,(vehiclesounds_t *)0x0);
  *(undefined4 *)(this + 0x11c) = *(undefined4 *)(param_3 + 0x60);
  CalcWheelData(this,param_3);
  uVar1 = *(uint *)(this + 4);
  piVar4 = (int *)0x0;
  if (((uVar1 != 0xffffffff) &&
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
    piVar4 = *(int **)(puVar3 + 4);
  }
  iVar2 = (**(code **)(*piVar4 + 0x1c))(piVar4);
  uVar1 = *(uint *)(this + 4);
  pCVar5 = (CBaseEntity *)0x0;
  if (((uVar1 != 0xffffffff) &&
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
    pCVar5 = *(CBaseEntity **)(puVar3 + 4);
  }
  PhysModelParseSolid(param_2,pCVar5,iVar2);
  if (((*(float *)(param_3 + 8) != vec3_origin) || (DAT_01053d4c != *(float *)(param_3 + 0xc))) ||
     (DAT_01053d50 != *(float *)(param_3 + 0x10))) {
    *(float *)(param_2 + 0x600) = *(float *)(param_3 + 8);
    *(undefined4 *)(param_2 + 0x604) = *(undefined4 *)(param_3 + 0xc);
    *(undefined4 *)(param_2 + 0x608) = *(undefined4 *)(param_3 + 0x10);
    *(solid_t **)(param_2 + 0x614) = param_2 + 0x600;
  }
  if (0.0 < *(float *)(param_3 + 0x14)) {
    *(float *)(param_2 + 0x618) = *(float *)(param_3 + 0x14);
  }
  return 1;
}

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)