L L4D2node

CPropVehicleDriveable::OnRestore

0x00b33de0 · 261 bytes · __thiscall

_ZN21CPropVehicleDriveable9OnRestoreEv

Decompiled

undefined (1 param)

/* CPropVehicleDriveable::OnRestore() */

void __thiscall CPropVehicleDriveable::OnRestore(CPropVehicleDriveable *this)

{
  CBaseEdict *this_00;
  int *piVar1;
  int iVar2;
  float fVar3;
  
  CBaseAnimating::OnRestore((CBaseAnimating *)this);
  if (this[0x162d] == (CPropVehicleDriveable)0x0) {
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    fVar3 = *(float *)(this + 0x2e0);
    if (((fVar3 != *(float *)(this + 0x1600)) ||
        (*(float *)(this + 0x2e4) != *(float *)(this + 0x1604))) ||
       (*(float *)(this + 0x2e8) != *(float *)(this + 0x1608))) {
      if (this[0x6c] == (CPropVehicleDriveable)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar2 + 2) = 0;
          fVar3 = *(float *)(this + 0x2e0);
        }
      }
      else {
        this[0x70] = (CPropVehicleDriveable)((byte)this[0x70] | 1);
      }
      *(float *)(this + 0x1600) = fVar3;
      *(undefined4 *)(this + 0x1604) = *(undefined4 *)(this + 0x2e4);
      *(undefined4 *)(this + 0x1608) = *(undefined4 *)(this + 0x2e8);
    }
  }
  *(float *)(this + 0x1634) = *(float *)(gpGlobals + 0xc) + 5.0;
  piVar1 = (int *)(**(code **)(*(int *)this + 0x18c))(this);
  if (piVar1 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x00b33e74. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*piVar1 + 0x90))();
    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)