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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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
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Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.