L L4D2node

CBaseServerVehicle::NPC_GetPassengerInSeat

0x00b363b0 · 99 bytes · __thiscall

_ZN18CBaseServerVehicle22NPC_GetPassengerInSeatEii

Decompiled

undefined (3 params)

/* CBaseServerVehicle::NPC_GetPassengerInSeat(int, int) */

undefined4 __thiscall
CBaseServerVehicle::NPC_GetPassengerInSeat(CBaseServerVehicle *this,int param_1,int param_2)

{
  uint uVar1;
  int *piVar2;
  undefined *puVar3;
  int iVar4;
  
  if (0 < *(int *)(this + 0x10)) {
    piVar2 = *(int **)(this + 4);
    iVar4 = 0;
    do {
      if ((piVar2[1] == param_2) && (*piVar2 == param_1)) {
        uVar1 = piVar2[4];
        if (uVar1 == 0xffffffff) {
          return 0;
        }
        puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10;
        if (puVar3 == (undefined *)0xfffffffc) {
          return 0;
        }
        if (*(uint *)(puVar3 + 8) != uVar1 >> 0xc) {
          return 0;
        }
        return *(undefined4 *)(puVar3 + 4);
      }
      iVar4 = iVar4 + 1;
      piVar2 = piVar2 + 5;
    } while (iVar4 != *(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)