L L4D2node

CPropVehicleDriveable::NPC_AddPassenger

0x00b327b0 · 113 bytes · __cdecl

_ZN21CPropVehicleDriveable16NPC_AddPassengerEP11CAI_BaseNPC8string_ti

Decompiled

undefined (3 params)

/* CPropVehicleDriveable::NPC_AddPassenger(CAI_BaseNPC*, string_t, int) */

undefined4 CPropVehicleDriveable::NPC_AddPassenger(int *param_1,undefined4 param_2)

{
  undefined4 uVar1;
  int *piVar2;
  
  uVar1 = (**(code **)(*param_1 + 0x414))(param_1,param_2,1);
  if ((char)uVar1 != '\0') {
    piVar2 = (int *)(**(code **)(*param_1 + 0x18c))(param_1);
    if (piVar2 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x00b32820. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      uVar1 = (**(code **)(*piVar2 + 0x70))();
      return uVar1;
    }
  }
  return uVar1;
}

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)