CreateJeep
0x007a7a60 · 527 bytes · __regparm3
_ZL10CreateJeepP11CBasePlayer
Decompiled
undefined (1 param)
/* CreateJeep(CBasePlayer*) */
void __regparm3 CreateJeep(CBasePlayer *param_1)
{
QAngle *pQVar1;
CBaseEntity *this;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
undefined4 local_28;
float local_24;
undefined4 local_20;
pQVar1 = (QAngle *)(**(code **)(*(int *)param_1 + 0x238))(param_1);
AngleVectors(pQVar1,(Vector *)&local_40);
this = (CBaseEntity *)CreateEntityByName("prop_vehicle_jeep",-1,true);
if (this != (CBaseEntity *)0x0) {
if (((byte)param_1[0x14d] & 8) == 0) {
local_30 = local_3c * 256.0 + *(float *)(param_1 + 0x2e4);
local_34 = local_40 * 256.0 + *(float *)(param_1 + 0x2e0);
local_2c = *(float *)(param_1 + 0x2e8) + 64.0 + local_38 * 256.0;
}
else {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
local_30 = local_3c * 256.0 + *(float *)(param_1 + 0x2e4);
local_34 = local_40 * 256.0 + *(float *)(param_1 + 0x2e0);
local_2c = *(float *)(param_1 + 0x2e8) + 64.0 + local_38 * 256.0;
if ((*(uint *)(param_1 + 0x14c) & 0x800) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
}
}
local_24 = *(float *)(param_1 + 0x380) - 90.0;
local_28 = 0;
local_20 = 0;
CBaseEntity::SetAbsOrigin(this,(Vector *)&local_34);
CBaseEntity::SetAbsAngles(this,(QAngle *)&local_28);
(**(code **)(*(int *)this + 0x84))(this,"model","models/buggy.mdl");
(**(code **)(*(int *)this + 0x84))(this,"solid","6");
(**(code **)(*(int *)this + 0x84))(this,"targetname","jeep");
(**(code **)(*(int *)this + 0x84))(this,"vehiclescript","scripts/vehicles/jeep_test.txt");
DispatchSpawn(this,true);
(**(code **)(*(int *)this + 0x94))(this);
(**(code **)(*(int *)this + 0x1dc))(this,(Vector *)&local_34,(QAngle *)&local_28,0);
}
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.