L L4D2node

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 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)