CPropVehicleDriveable::CanEnterVehicle
0x00b339b0 · 99 bytes · __thiscall
_ZN21CPropVehicleDriveable15CanEnterVehicleEP11CBaseEntity
Decompiled
undefined (2 params)
/* CPropVehicleDriveable::CanEnterVehicle(CBaseEntity*) */
bool __thiscall
CPropVehicleDriveable::CanEnterVehicle(CPropVehicleDriveable *this,CBaseEntity *param_1)
{
char cVar1;
int iVar2;
CBaseEntity *pCVar3;
iVar2 = (**(code **)(*(int *)this + 0x3d0))(this);
if ((((iVar2 == 0) ||
(pCVar3 = (CBaseEntity *)(**(code **)(*(int *)this + 0x3d0))(this), pCVar3 == param_1)) &&
(cVar1 = (**(code **)(*(int *)this + 0x3c8))(this), cVar1 == '\0')) &&
(this[0x1625] == (CPropVehicleDriveable)0x0)) {
return (float)*(int *)(this + 0x15ec) < *(float *)(this + 0x1628) ||
(float)*(int *)(this + 0x15ec) == *(float *)(this + 0x1628);
}
return false;
}
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.