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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.