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 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.