L L4D2node

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 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)