L L4D2node

CBaseServerVehicle::ParseNPCSeatTransition

0x00b39cc0 · 95 bytes · __thiscall

_ZN18CBaseServerVehicle22ParseNPCSeatTransitionEP9KeyValuesP24CPassengerSeatTransition

Decompiled

undefined (3 params)

/* CBaseServerVehicle::ParseNPCSeatTransition(KeyValues*, CPassengerSeatTransition*) */

void __thiscall
CBaseServerVehicle::ParseNPCSeatTransition
          (CBaseServerVehicle *this,KeyValues *param_1,CPassengerSeatTransition *param_2)

{
  undefined4 uVar1;
  undefined4 local_10;
  
  KeyValues::GetString(param_1,"animation","");
  AllocPooledString((char *)&local_10);
  *(undefined4 *)param_2 = local_10;
  uVar1 = KeyValues::GetInt(param_1,"priority",0);
  *(undefined4 *)(param_2 + 4) = uVar1;
  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)