CBaseServerVehicle::SetPassenger
0x00b36b10 · 340 bytes · __thiscall
_ZN18CBaseServerVehicle12SetPassengerEiP20CBaseCombatCharacter
Decompiled
undefined (3 params)
/* CBaseServerVehicle::SetPassenger(int, CBaseCombatCharacter*) */
void __thiscall
CBaseServerVehicle::SetPassenger(CBaseServerVehicle *this,int param_1,CBaseCombatCharacter *param_2)
{
uint uVar1;
char cVar2;
undefined4 *puVar3;
CBasePlayer *this_00;
CBaseEntity *pCVar4;
undefined *puVar5;
if (param_2 == (CBaseCombatCharacter *)0x0) {
this_00 = (CBasePlayer *)(**(code **)(*(int *)this + 0xf0))(this);
if (this_00 != (CBasePlayer *)0x0) {
cVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if (cVar2 != '\0') {
(**(code **)(*(int *)this_00 + 0x254))(this_00,this + 0x7c);
CBasePlayer::ShowCrosshair(this_00,true);
}
}
(**(code **)(**(int **)(this + 0x30) + 0x2c))(*(int **)(this + 0x30),param_1);
(**(code **)(**(int **)(this + 0x30) + 0x1c))(*(int **)(this + 0x30),0);
uVar1 = *(uint *)(this + 0x88);
pCVar4 = (CBaseEntity *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
pCVar4 = *(CBaseEntity **)(puVar5 + 4);
}
UTIL_Remove(pCVar4);
return;
}
cVar2 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
if (cVar2 != '\0') {
cVar2 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
if (cVar2 != '\0') {
puVar3 = (undefined4 *)(**(code **)(*(int *)param_2 + 0x250))(param_2);
*(undefined4 *)(this + 0x7c) = *puVar3;
*(undefined4 *)(this + 0x80) = puVar3[1];
*(undefined4 *)(this + 0x84) = puVar3[2];
(**(code **)(*(int *)param_2 + 0x254))(param_2,&vec3_origin);
CBasePlayer::ShowCrosshair((CBasePlayer *)param_2,false);
/* WARNING: Could not recover jumptable at 0x00b36bbd. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(**(int **)(this + 0x30) + 0x24))();
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.