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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.