CBaseServerVehicle::SetVehicle
0x00b365a0 · 72 bytes · __thiscall
_ZN18CBaseServerVehicle10SetVehicleEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBaseServerVehicle::SetVehicle(CBaseEntity*) */
void __thiscall CBaseServerVehicle::SetVehicle(CBaseServerVehicle *this,CBaseEntity *param_1)
{
undefined4 uVar1;
*(CBaseEntity **)(this + 0x2c) = param_1;
if (param_1 != (CBaseEntity *)0x0) {
uVar1 = __dynamic_cast(param_1,&CBaseEntity::typeinfo,&IDrivableVehicle::typeinfo,0xfffffffe);
*(undefined4 *)(this + 0x30) = uVar1;
return;
}
*(undefined4 *)(this + 0x30) = 0;
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.