CPropVehicleDriveable::DriveVehicle
0x00b35300 · 92 bytes · __thiscall
_ZN21CPropVehicleDriveable12DriveVehicleEP11CBasePlayerP8CUserCmd
Decompiled
undefined (3 params)
/* CPropVehicleDriveable::DriveVehicle(CBasePlayer*, CUserCmd*) */
void __thiscall
CPropVehicleDriveable::DriveVehicle
(CPropVehicleDriveable *this,CBasePlayer *param_1,CUserCmd *param_2)
{
char cVar1;
cVar1 = (**(code **)(*(int *)param_1 + 300))(param_1);
if (cVar1 != '\0') {
(**(code **)(*(int *)this + 0x3c4))
(this,*(undefined4 *)(gpGlobals + 0x1c),param_2,*(undefined4 *)(param_1 + 0x1cb4),
*(undefined4 *)(param_1 + 0x1cb8));
}
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.