L L4D2node

CBaseServerVehicle::ReloadScript

0x00b36520 · 125 bytes · __thiscall

_ZN18CBaseServerVehicle12ReloadScriptEv

Decompiled

undefined (1 param)

/* CBaseServerVehicle::ReloadScript() */

void __thiscall CBaseServerVehicle::ReloadScript(CBaseServerVehicle *this)

{
  int *piVar1;
  vehicleparams_t *pvVar2;
  char *pcVar3;
  char *local_20 [4];
  
  piVar1 = *(int **)(this + 0x30);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x38))(local_20,piVar1);
    piVar1 = (int *)(**(code **)(*(int *)this + 0x68))(this);
    pvVar2 = (vehicleparams_t *)0x0;
    if (piVar1 != (int *)0x0) {
      pvVar2 = (vehicleparams_t *)(**(code **)(*piVar1 + 0x14))(piVar1);
    }
    pcVar3 = "";
    if (local_20[0] != (char *)0x0) {
      pcVar3 = local_20[0];
    }
    PhysFindOrAddVehicleScript(pcVar3,pvVar2,(vehiclesounds_t *)(this + 0x90));
    if (piVar1 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x00b36593. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*piVar1 + 0x44))();
      return;
    }
  }
  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)