CFourWheelVehiclePhysics::TurnOn
0x006ad8f0 · 67 bytes · __thiscall
_ZN24CFourWheelVehiclePhysics6TurnOnEv
Decompiled
undefined (1 param)
/* CFourWheelVehiclePhysics::TurnOn() */
void __thiscall CFourWheelVehiclePhysics::TurnOn(CFourWheelVehiclePhysics *this)
{
char cVar1;
cVar1 = (**(code **)(**(int **)(this + 0x24) + 0x3c))(*(int **)(this + 0x24));
if ((cVar1 == '\0') && (this[0x134] == (CFourWheelVehiclePhysics)0x0)) {
(**(code **)(**(int **)(this + 8) + 0x100))(*(int **)(this + 8));
this[0x134] = (CFourWheelVehiclePhysics)0x1;
return;
}
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.