L L4D2node

CPropVehicleDriveable::SetupMove

0x00b35360 · 65 bytes · __cdecl

_ZN21CPropVehicleDriveable9SetupMoveEP11CBasePlayerP8CUserCmdP11IMoveHelperP9CMoveData

Decompiled

undefined (4 params)

/* CPropVehicleDriveable::SetupMove(CBasePlayer*, CUserCmd*, IMoveHelper*, CMoveData*) */

void CPropVehicleDriveable::SetupMove
               (CBasePlayer *param_1,CUserCmd *param_2,IMoveHelper *param_3,CMoveData *param_4)

{
  if ((((param_1[0x152c] != (CBasePlayer)0x0) && (param_1[0x1624] == (CBasePlayer)0x0)) &&
      (param_1[0x162c] == (CBasePlayer)0x0)) && (param_1[0x162d] == (CBasePlayer)0x0)) {
    DriveVehicle((CPropVehicleDriveable *)param_1,(CBasePlayer *)param_2,(CUserCmd *)param_3);
    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)