L L4D2node

CBaseServerVehicle::FinishMove

0x00b36190 · 20 bytes · __cdecl

_ZN18CBaseServerVehicle10FinishMoveEP11CBasePlayerP8CUserCmdP9CMoveData

Decompiled

undefined (3 params)

/* CBaseServerVehicle::FinishMove(CBasePlayer*, CUserCmd*, CMoveData*) */

void CBaseServerVehicle::FinishMove(CBasePlayer *param_1,CUserCmd *param_2,CMoveData *param_3)

{
                    /* WARNING: Could not recover jumptable at 0x00b361a2. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(**(int **)(param_1 + 0x30) + 0x10))();
  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)