L L4D2node

CBaseServerVehicle::NPC_GetPassengerSeatPosition

0x00b365f0 · 219 bytes · __thiscall

_ZN18CBaseServerVehicle28NPC_GetPassengerSeatPositionEP20CBaseCombatCharacterP6VectorP6QAngle

Decompiled

undefined (4 params)

/* CBaseServerVehicle::NPC_GetPassengerSeatPosition(CBaseCombatCharacter*, Vector*, QAngle*) */

undefined4 __thiscall
CBaseServerVehicle::NPC_GetPassengerSeatPosition
          (CBaseServerVehicle *this,CBaseCombatCharacter *param_1,Vector *param_2,QAngle *param_3)

{
  int iVar1;
  CBaseAnimating *this_00;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  iVar1 = (**(code **)(*(int *)this + 0x80))(this,param_1);
  if (((iVar1 != -1) && (*(int *)(this + 0x2c) != 0)) &&
     (this_00 = (CBaseAnimating *)
                __dynamic_cast(*(int *)(this + 0x2c),&CBaseEntity::typeinfo,
                               &CBaseAnimating::typeinfo,0), this_00 != (CBaseAnimating *)0x0)) {
    CBaseAnimating::GetAttachment(this_00,iVar1,(Vector *)&local_34,(QAngle *)&local_28);
    if (param_2 != (Vector *)0x0) {
      *(undefined4 *)param_2 = local_34;
      *(undefined4 *)(param_2 + 4) = local_30;
      *(undefined4 *)(param_2 + 8) = local_2c;
    }
    if (param_3 != (QAngle *)0x0) {
      *(undefined4 *)param_3 = local_28;
      *(undefined4 *)(param_3 + 4) = local_24;
      *(undefined4 *)(param_3 + 8) = local_20;
    }
    return 1;
  }
  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)