L L4D2node

CBaseServerVehicle::GetPassengerRole

0x00b35f80 · 32 bytes · __thiscall

_ZN18CBaseServerVehicle16GetPassengerRoleEP20CBaseCombatCharacter

Decompiled

undefined (2 params)

/* CBaseServerVehicle::GetPassengerRole(CBaseCombatCharacter*) */

int __thiscall
CBaseServerVehicle::GetPassengerRole(CBaseServerVehicle *this,CBaseCombatCharacter *param_1)

{
  CBaseCombatCharacter *pCVar1;
  
  pCVar1 = (CBaseCombatCharacter *)
           (**(code **)**(undefined4 **)(this + 0x30))(*(undefined4 **)(this + 0x30));
  return -(uint)(pCVar1 != param_1);
}

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)