CBasePlayer::GetInVehicle
0x007b0090 · 1028 bytes · __thiscall
_ZN11CBasePlayer12GetInVehicleEP14IServerVehiclei
Decompiled
undefined (3 params)
/* CBasePlayer::GetInVehicle(IServerVehicle*, int) */
undefined4 __thiscall
CBasePlayer::GetInVehicle(CBasePlayer *this,IServerVehicle *param_1,int param_2)
{
code *pcVar1;
uint uVar2;
CBaseEdict *this_00;
char cVar3;
undefined4 uVar4;
int *piVar5;
undefined4 uVar6;
int iVar7;
undefined4 *puVar8;
uint uVar9;
int *piVar10;
undefined *puVar11;
Vector local_34 [12];
QAngle local_28 [24];
uVar4 = CanEnterVehicle(this,param_1,param_2);
if ((char)uVar4 == '\0') {
return uVar4;
}
piVar5 = (int *)(**(code **)(*(int *)param_1 + 0x20))(param_1);
cVar3 = (**(code **)(*(int *)param_1 + 0xc))(param_1,param_2);
if (cVar3 == '\0') {
piVar10 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
if (piVar10 != (int *)0x0) {
(**(code **)(*piVar10 + 0x428))(piVar10,0);
}
uVar2 = *(uint *)(this + 0x1a7c);
uVar9 = uVar2 | 1;
if (uVar2 != uVar9) {
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1a7c);
*(uint *)(this + 0x1a7c) = uVar9;
}
if ((uVar2 | 0x401) != uVar9) {
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1a7c);
*(uint *)(this + 0x1a7c) = uVar2 | 0x401;
}
}
cVar3 = (**(code **)(*(int *)param_1 + 0x28))(param_1,param_2);
if (cVar3 == '\0') {
CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
}
(**(code **)(*(int *)param_1 + 0x24))(param_1,param_2,this);
ViewPunchReset(this,0.0);
CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&vec3_origin);
CBaseEntity::SetMoveType((CBaseEntity *)this,8,0);
(**(code **)(*(int *)gamestats + 0x8c))(gamestats,this);
(**(code **)(*(int *)param_1 + 0x40))(param_1,param_2,local_34,local_28);
CBaseEntity::SetAbsOrigin((CBaseEntity *)this,local_34);
CBaseEntity::SetAbsAngles((CBaseEntity *)this,local_28);
(**(code **)(*(int *)this + 0x98))(this,piVar5,0xffffffff);
CBaseEntity::SetCollisionGroup((CBaseEntity *)this,10);
CBaseEntity::RemoveFlag((CBaseEntity *)this,2);
pcVar1 = *(code **)(*(int *)this + 0x254);
uVar6 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
(*pcVar1)(this,uVar6);
if (this[0x1a90] != (CBasePlayer)0x0) {
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1a90);
this[0x1a90] = (CBasePlayer)0x0;
}
if (this[0x1a91] != (CBasePlayer)0x0) {
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1a91);
this[0x1a91] = (CBasePlayer)0x0;
}
if (*(int *)(this + 0x1a94) != 0) {
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1a94);
*(undefined4 *)(this + 0x1a94) = 0;
}
if (*(int *)(this + 0x1a98) != 0) {
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1a98);
*(undefined4 *)(this + 0x1a98) = 0;
}
if (*(int *)(this + 0x1a9c) != 0) {
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1a9c);
*(undefined4 *)(this + 0x1a9c) = 0;
}
if (this[0x2034] != (CBasePlayer)0x0) {
this[0x2034] = (CBasePlayer)0x0;
}
uVar2 = *(uint *)(this + 0x1d24);
piVar10 = (int *)0x0;
if (((uVar2 != 0xffffffff) &&
(puVar11 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar11 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar11 + 8) == uVar2 >> 0xc)) {
piVar10 = *(int **)(puVar11 + 4);
}
if (piVar5 != piVar10) {
if (this[0x6c] == (CBasePlayer)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar7 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar7 + 2) = 0;
}
}
else {
this[0x70] = (CBasePlayer)((byte)this[0x70] | 1);
}
if (piVar5 == (int *)0x0) {
*(undefined4 *)(this + 0x1d24) = 0xffffffff;
}
else {
puVar8 = (undefined4 *)(**(code **)(*piVar5 + 0xc))(piVar5);
*(undefined4 *)(this + 0x1d24) = *puVar8;
}
}
(**(code **)(*(int *)g_pNotify + 8))(g_pNotify,this,"PlayerEnteredVehicle");
*(undefined4 *)(this + 0x1d28) = 0;
(**(code **)(*(int *)this + 0x6a4))(this);
return uVar4;
}
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.