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 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.