CPropVehicleDriveable::CanExitVehicle
0x00b32720 · 58 bytes · __cdecl
_ZN21CPropVehicleDriveable14CanExitVehicleEP11CBaseEntity
Decompiled
undefined (1 param)
/* CPropVehicleDriveable::CanExitVehicle(CBaseEntity*) */
bool CPropVehicleDriveable::CanExitVehicle(CBaseEntity *param_1)
{
bool bVar1;
bVar1 = false;
if (((param_1[0x162c] == (CBaseEntity)0x0) && (param_1[0x162d] == (CBaseEntity)0x0)) &&
(param_1[0x1625] == (CBaseEntity)0x0)) {
bVar1 = (float)*(int *)(param_1 + 0x15ec) < *(float *)(param_1 + 0x1628) ||
(float)*(int *)(param_1 + 0x15ec) == *(float *)(param_1 + 0x1628);
}
return bVar1;
}
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.