L L4D2node

CPropVehicleDriveable::Use

0x00b32600 · 103 bytes · __cdecl

_ZN21CPropVehicleDriveable3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CPropVehicleDriveable::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CPropVehicleDriveable::Use(int param_1,int *param_2)

{
  char cVar1;
  
  if (param_2 != (int *)0x0) {
    cVar1 = (**(code **)(*param_2 + 0x16c))(param_2);
    if (cVar1 != '\0') {
      param_2[0x72d] = param_2[0x72d] & 0xffffffdf;
                    /* WARNING: Could not recover jumptable at 0x00b3266a. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(**(int **)(param_1 + 0x1554) + 0x44))();
      return;
    }
  }
  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)