L L4D2node

CBaseServerVehicle::ItemPostFrame

0x00b36980 · 99 bytes · __thiscall

_ZN18CBaseServerVehicle13ItemPostFrameEP11CBasePlayer

Decompiled

undefined (2 params)

/* CBaseServerVehicle::ItemPostFrame(CBasePlayer*) */

void __thiscall CBaseServerVehicle::ItemPostFrame(CBaseServerVehicle *this,CBasePlayer *param_1)

{
  char cVar1;
  
  (**(code **)(**(int **)(this + 0x30) + 4))(*(int **)(this + 0x30),param_1);
  if (((byte)param_1[0x1cb4] & 0x20) != 0) {
    cVar1 = (**(code **)(**(int **)(this + 0x30) + 0x18))(*(int **)(this + 0x30),param_1);
    if (cVar1 != '\0') {
      cVar1 = (**(code **)(*(int *)this + 0x48))(this,param_1);
      if (cVar1 == '\0') {
                    /* WARNING: Could not recover jumptable at 0x00b369e4. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        (**(code **)(*(int *)param_1 + 0x6dc))();
        return;
      }
    }
  }
  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)