L L4D2node

CBaseServerVehicle::NPC_GetPassengerSeatPositionLocal

0x00b366e0 · 204 bytes · __thiscall

_ZN18CBaseServerVehicle33NPC_GetPassengerSeatPositionLocalEP20CBaseCombatCharacterP6VectorP6QAngle

Decompiled

undefined (4 params)

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

undefined4 __thiscall
CBaseServerVehicle::NPC_GetPassengerSeatPositionLocal
          (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) ||
     (this_00 = (CBaseAnimating *)
                (**(code **)(**(int **)(this + 0x2c) + 0xf0))(*(int **)(this + 0x2c)),
     this_00 == (CBaseAnimating *)0x0)) {
    return 0;
  }
  CBaseAnimating::InvalidateBoneCache(this_00);
  CBaseAnimating::GetAttachmentLocal(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) {
    return 1;
  }
  *(undefined4 *)param_3 = local_28;
  *(undefined4 *)(param_3 + 4) = local_24;
  *(undefined4 *)(param_3 + 8) = local_20;
  return 1;
}

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)