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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.