CBaseServerVehicle::Initialize
0x00b39a90 · 66 bytes · __thiscall
_ZN18CBaseServerVehicle10InitializeEPKc
Decompiled
undefined (2 params)
/* CBaseServerVehicle::Initialize(char const*) */
undefined4 __thiscall CBaseServerVehicle::Initialize(CBaseServerVehicle *this,char *param_1)
{
undefined4 uVar1;
uVar1 = PhysFindOrAddVehicleScript
(param_1,(vehicleparams_t *)0x0,(vehiclesounds_t *)(this + 0x90));
if ((char)uVar1 != '\0') {
(**(code **)(*(int *)this + 0xe8))(this);
}
return uVar1;
}
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.