L L4D2node

CBasePlayer::CanEnterVehicle

0x007b0000 · 125 bytes · __thiscall

_ZN11CBasePlayer15CanEnterVehicleEP14IServerVehiclei

Decompiled

undefined (3 params)

/* CBasePlayer::CanEnterVehicle(IServerVehicle*, int) */

uint __thiscall CBasePlayer::CanEnterVehicle(CBasePlayer *this,IServerVehicle *param_1,int param_2)

{
  char cVar1;
  int iVar2;
  int *piVar3;
  
  iVar2 = (*(code *)**(undefined4 **)param_1)(param_1,param_2);
  if (((iVar2 == 0) &&
      (((cVar1 = (**(code **)(*(int *)param_1 + 0xc))(param_1,param_2), cVar1 != '\0' ||
        (piVar3 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this),
        piVar3 == (int *)0x0)) || (cVar1 = (**(code **)(*piVar3 + 0x418))(piVar3), cVar1 != '\0'))))
     && (cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 != '\0')) {
    return (*(uint *)(this + 0x14c) >> 0x14 ^ 1) & 1;
  }
  return 0;
}

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)