CFourWheelServerVehicle::NPC_DriveVehicle
0x00b32bf0 · 337 bytes · __thiscall
_ZN23CFourWheelServerVehicle16NPC_DriveVehicleEv
Decompiled
undefined (1 param)
/* CFourWheelServerVehicle::NPC_DriveVehicle() */
void __thiscall CFourWheelServerVehicle::NPC_DriveVehicle(CFourWheelServerVehicle *this)
{
undefined **local_74;
undefined4 local_70;
undefined4 local_6c;
undefined4 local_68;
undefined4 local_64;
undefined4 local_60;
float local_5c;
float local_58;
undefined4 local_54;
uint local_50;
undefined1 local_4c;
undefined4 local_48;
undefined4 local_44;
undefined4 local_40;
undefined2 local_3c;
undefined2 local_3a;
undefined1 local_38;
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
local_3c = 0;
local_3a = 0;
local_68 = 0;
local_64 = 0;
local_60 = 0;
local_50 = *(uint *)(this + 0x34);
local_54 = 0;
local_34 = 0;
local_30 = 0;
local_2c = 0;
local_28 = 0;
local_24 = 0;
local_20 = 0;
local_74 = &PTR__CUserCmd_00c15058;
local_70 = 0;
local_6c = 0;
local_4c = 0;
local_48 = 0;
local_44 = 0;
local_40 = 0;
local_5c = ((float)(local_50 & 8) - (float)(local_50 & 0x10)) * 200.0;
local_38 = 0;
local_58 = ((float)(local_50 & 0x400) - (float)(local_50 & 0x200)) * 200.0;
(**(code **)(**(int **)(this + 0x2c) + 0x3c4))
(*(int **)(this + 0x2c),*(undefined4 *)(gpGlobals + 0x10),&local_74,
local_50 & (*(uint *)(this + 0x38) ^ local_50),
~local_50 & (*(uint *)(this + 0x38) ^ local_50));
*(undefined4 *)(this + 0x38) = *(undefined4 *)(this + 0x34);
CFourWheelVehiclePhysics::SetSteering
((CFourWheelVehiclePhysics *)(*(int *)(this + 0x2c) + 0x13f8),*(float *)(this + 0x3c),
0.0);
*(uint *)(this + 0x34) = *(uint *)(this + 0x34) & 0xfffff7fe;
return;
}
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.