CFourWheelVehiclePhysics::EnableMotion
0x006ae940 · 55 bytes · __thiscall
_ZN24CFourWheelVehiclePhysics12EnableMotionEv
Decompiled
undefined (1 param)
/* CFourWheelVehiclePhysics::EnableMotion() */
void __thiscall CFourWheelVehiclePhysics::EnableMotion(CFourWheelVehiclePhysics *this)
{
int iVar1;
int iVar2;
iVar2 = 0;
if (0 < *(int *)(this + 0x60)) {
do {
iVar1 = iVar2 * 4;
iVar2 = iVar2 + 1;
(**(code **)(**(int **)(this + iVar1 + 0x50) + 0x40))(*(int **)(this + iVar1 + 0x50),1);
} while (iVar2 < *(int *)(this + 0x60));
}
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.