L L4D2node

CFourWheelServerVehicle::GetWheelContactPoint

0x00b35900 · 67 bytes · __thiscall

_ZN23CFourWheelServerVehicle20GetWheelContactPointEiR6Vector

Decompiled

undefined (3 params)

/* CFourWheelServerVehicle::GetWheelContactPoint(int, Vector&) */

undefined4 __thiscall
CFourWheelServerVehicle::GetWheelContactPoint
          (CFourWheelServerVehicle *this,int param_1,Vector *param_2)

{
  int *piVar1;
  undefined4 uVar2;
  
  if (*(int *)(this + 0x2c) != -0x13f8) {
    piVar1 = *(int **)(*(int *)(this + 0x2c) + 0x141c);
    uVar2 = 0;
    if (piVar1 != (int *)0x0) {
      uVar2 = (**(code **)(*piVar1 + 0x24))(piVar1,param_1,param_2,0);
    }
    return uVar2;
  }
  return 0;
}

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)