L L4D2node

CBaseServerVehicle::HandlePassengerEntry

0x00b37ea0 · 452 bytes · __thiscall

_ZN18CBaseServerVehicle20HandlePassengerEntryEP20CBaseCombatCharacterb

Decompiled

undefined (3 params)

/* CBaseServerVehicle::HandlePassengerEntry(CBaseCombatCharacter*, bool) */

void __thiscall
CBaseServerVehicle::HandlePassengerEntry
          (CBaseServerVehicle *this,CBaseCombatCharacter *param_1,bool param_2)

{
  float fVar1;
  code *pcVar2;
  CBaseEdict *pCVar3;
  char cVar4;
  CBaseAnimating *this_00;
  int iVar5;
  int local_34;
  undefined1 local_28 [24];
  
  if ((param_1 != (CBaseCombatCharacter *)0x0) &&
     (cVar4 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar4 != '\0')) {
    pcVar2 = *(code **)(*(int *)this + 0x50);
    (**(code **)(*(int *)param_1 + 0x234))(local_28,param_1);
    local_34 = (*pcVar2)(this,local_28);
    if ((*(int *)(this + 0x2c) != 0) &&
       (this_00 = (CBaseAnimating *)
                  __dynamic_cast(*(int *)(this + 0x2c),&CBaseEntity::typeinfo,
                                 &CBaseAnimating::typeinfo,0), this_00 != (CBaseAnimating *)0x0)) {
      if (local_34 == -1) {
        if (!param_2) {
          return;
        }
        local_34 = CBaseAnimating::LookupSequence(this_00,(char *)(*(int *)(this + 0x40) + 4));
      }
      cVar4 = (**(code **)(**(int **)(this + 0x30) + 0x14))(*(int **)(this + 0x30),param_1);
      if ((cVar4 != '\0') &&
         (cVar4 = CBasePlayer::CanEnterVehicle((CBasePlayer *)param_1,(IServerVehicle *)this,0),
         cVar4 != '\0')) {
        if (*(float *)(this_00 + 0x490) != 0.0) {
          if (this_00[0x6c] == (CBaseAnimating)0x0) {
            pCVar3 = *(CBaseEdict **)(this_00 + 0x30);
            if (pCVar3 != (CBaseEdict *)0x0) {
              *(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
              iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
              *(undefined2 *)(iVar5 + 2) = 0;
            }
          }
          else {
            this_00[0x70] = (CBaseAnimating)((byte)this_00[0x70] | 1);
          }
          *(undefined4 *)(this_00 + 0x490) = 0;
        }
        fVar1 = *(float *)(gpGlobals + 0xc);
        if (fVar1 != *(float *)(this_00 + 0x90)) {
          if (this_00[0x6c] == (CBaseAnimating)0x0) {
            pCVar3 = *(CBaseEdict **)(this_00 + 0x30);
            if (pCVar3 != (CBaseEdict *)0x0) {
              *(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
              iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
              *(undefined2 *)(iVar5 + 2) = 0;
            }
          }
          else {
            this_00[0x70] = (CBaseAnimating)((byte)this_00[0x70] | 1);
          }
          *(float *)(this_00 + 0x90) = fVar1;
        }
        CBaseAnimating::ResetSequence(this_00,local_34);
        CBaseAnimating::ResetClientsideFrame(this_00);
        CBaseAnimating::InvalidateBoneCache(this_00);
        (**(code **)(**(int **)(this + 0x30) + 0x1c))(*(int **)(this + 0x30),1);
        (**(code **)(*(int *)param_1 + 0x69c))(param_1,this,0);
        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)