L L4D2node

PhysFindOrAddVehicleScript

0x00780c10 · 41 bytes · __cdecl

_Z26PhysFindOrAddVehicleScriptPKcP15vehicleparams_tP15vehiclesounds_t

Decompiled

undefined (3 params)

/* PhysFindOrAddVehicleScript(char const*, vehicleparams_t*, vehiclesounds_t*) */

void PhysFindOrAddVehicleScript(char *param_1,vehicleparams_t *param_2,vehiclesounds_t *param_3)

{
  CPhysicsHook::FindOrAddVehicleScript((CPhysicsHook *)g_PhysicsHook,param_1,param_2,param_3);
  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)