L L4D2node

CBaseServerVehicle::NPC_GetPassengerSeatAnims

0x00b36070 · 216 bytes · __thiscall

_ZN18CBaseServerVehicle25NPC_GetPassengerSeatAnimsEP20CBaseCombatCharacter23PassengerSeatAnimType_t

Decompiled

undefined (3 params)

/* CBaseServerVehicle::NPC_GetPassengerSeatAnims(CBaseCombatCharacter*, PassengerSeatAnimType_t) */

int __thiscall
CBaseServerVehicle::NPC_GetPassengerSeatAnims(CBaseServerVehicle *this,int param_1,int param_3)

{
  uint uVar1;
  int iVar2;
  int *piVar3;
  undefined *puVar4;
  
  if (0 < *(int *)(this + 0x10)) {
    piVar3 = *(int **)(this + 4);
    iVar2 = 0;
    do {
      uVar1 = piVar3[4];
      if (((uVar1 == 0xffffffff) ||
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) {
        if (param_1 == 0) goto LAB_00b360f0;
      }
      else if (param_1 == *(int *)(puVar4 + 4)) {
LAB_00b360f0:
        if (param_3 == 0) {
          return piVar3[1] * 0x30 + *(int *)(*piVar3 * 0x18 + *(int *)(this + 0x18) + 4) + 8;
        }
        if (param_3 != 1) {
          return 0;
        }
        return piVar3[1] * 0x30 + *(int *)(*piVar3 * 0x18 + *(int *)(this + 0x18) + 4) + 0x1c;
      }
      iVar2 = iVar2 + 1;
      piVar3 = piVar3 + 5;
    } while (iVar2 != *(int *)(this + 0x10));
  }
  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)