L L4D2node

CFourWheelServerVehicle::CFourWheelServerVehicle

0x00b35770 · 107 bytes · __thiscall

_ZN23CFourWheelServerVehicleC1Ev

Decompiled

undefined (1 param)

/* CFourWheelServerVehicle::CFourWheelServerVehicle() */

void __thiscall CFourWheelServerVehicle::CFourWheelServerVehicle(CFourWheelServerVehicle *this)

{
  int iVar1;
  CFourWheelServerVehicle *pCVar2;
  byte bVar3;
  
  bVar3 = 0;
  CBaseServerVehicle::CBaseServerVehicle((CBaseServerVehicle *)this);
  *(undefined ***)this = &PTR_GetPassenger_00d49ca8;
  pCVar2 = this + 0x1a0;
  for (iVar1 = 0x1e; iVar1 != 0; iVar1 = iVar1 + -1) {
    *(undefined4 *)pCVar2 = 0;
    pCVar2 = pCVar2 + (uint)bVar3 * -8 + 4;
  }
  this[0x1a4] = (CFourWheelServerVehicle)0x1;
  this[0x1dc] = (CFourWheelServerVehicle)0x1;
  *(undefined4 *)(this + 0x1a8) = 0x41200000;
  *(undefined4 *)(this + 0x1ac) = 0x42340000;
  *(undefined4 *)(this + 0x1b0) = 0x40a00000;
  *(undefined4 *)(this + 0x1b4) = 0x42340000;
  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)