L L4D2node

CBaseServerVehicle::SetupMove

0x00b36170 · 20 bytes · __cdecl

_ZN18CBaseServerVehicle9SetupMoveEP11CBasePlayerP8CUserCmdP11IMoveHelperP9CMoveData

Decompiled

undefined (4 params)

/* CBaseServerVehicle::SetupMove(CBasePlayer*, CUserCmd*, IMoveHelper*, CMoveData*) */

void CBaseServerVehicle::SetupMove
               (CBasePlayer *param_1,CUserCmd *param_2,IMoveHelper *param_3,CMoveData *param_4)

{
                    /* WARNING: Could not recover jumptable at 0x00b36182. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(**(int **)(param_1 + 0x30) + 8))();
  return;
}

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)