CBaseServerVehicle::NPC_GetPassengerSeatAttachment
0x00b35fa0 · 186 bytes · __thiscall
_ZN18CBaseServerVehicle30NPC_GetPassengerSeatAttachmentEP20CBaseCombatCharacter
Decompiled
undefined (2 params)
/* CBaseServerVehicle::NPC_GetPassengerSeatAttachment(CBaseCombatCharacter*) */
undefined4 __thiscall
CBaseServerVehicle::NPC_GetPassengerSeatAttachment
(CBaseServerVehicle *this,CBaseCombatCharacter *param_1)
{
uint uVar1;
int iVar2;
int *piVar3;
undefined *puVar4;
if (0 < *(int *)(this + 0x10)) {
iVar2 = 0;
piVar3 = *(int **)(this + 4);
do {
uVar1 = piVar3[4];
if (((uVar1 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) {
if (param_1 == (CBaseCombatCharacter *)0x0) goto LAB_00b36030;
}
else if (param_1 == *(CBaseCombatCharacter **)(puVar4 + 4)) {
LAB_00b36030:
return *(undefined4 *)
(piVar3[1] * 0x30 + *(int *)(*piVar3 * 0x18 + *(int *)(this + 0x18) + 4) + 4);
}
iVar2 = iVar2 + 1;
piVar3 = piVar3 + 5;
} while (iVar2 != *(int *)(this + 0x10));
}
return 0xffffffff;
}
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.