L L4D2node

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 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)