CFourWheelServerVehicle::NPC_SetDriver
0x00b35410 · 184 bytes · __thiscall
_ZN23CFourWheelServerVehicle13NPC_SetDriverEP18CNPC_VehicleDriver
Decompiled
undefined (2 params)
/* CFourWheelServerVehicle::NPC_SetDriver(CNPC_VehicleDriver*) */
void __thiscall
CFourWheelServerVehicle::NPC_SetDriver(CFourWheelServerVehicle *this,CNPC_VehicleDriver *param_1)
{
int iVar1;
undefined4 *puVar2;
if (param_1 == (CNPC_VehicleDriver *)0x0) {
*(undefined4 *)(*(int *)(this + 0x2c) + 0x161c) = 0xffffffff;
CFourWheelVehiclePhysics::TurnOff((CFourWheelVehiclePhysics *)(*(int *)(this + 0x2c) + 0x13f8));
(**(code **)(**(int **)(this + 0x2c) + 0x50))(*(int **)(this + 0x2c),0);
*(undefined4 *)(this + 0x180) = 0x3f000000;
}
else {
*(undefined4 *)(this + 0x34) = 0;
iVar1 = *(int *)(this + 0x2c);
puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(iVar1 + 0x161c) = *puVar2;
CPropVehicleDriveable::StartEngine(*(CPropVehicleDriveable **)(this + 0x2c));
*(undefined4 *)(this + 0x180) = 0x3f800000;
(**(code **)(**(int **)(this + 0x2c) + 0x50))(*(int **)(this + 0x2c),param_1);
CBaseEntity::SetNextThink
(*(CBaseEntity **)(this + 0x2c),*(float *)(gpGlobals + 0xc),(char *)0x0);
}
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.