CBaseServerVehicle::CheckCrash
0x00b3a870 · 119 bytes · __thiscall
_ZN18CBaseServerVehicle10CheckCrashER18vbs_sound_update_t.part.46
Decompiled
undefined (2 params)
/* CBaseServerVehicle::CheckCrash(vbs_sound_update_t&) [clone .part.46] */
undefined4 __thiscall
CBaseServerVehicle::CheckCrash(CBaseServerVehicle *this,vbs_sound_update_t *param_1)
{
CBaseServerVehicle *in_EAX;
undefined4 uVar1;
int in_EDX;
uVar1 = PlayCrashSound(in_EAX,*(float *)(in_EDX + 8));
if (((char)uVar1 != '\0') && (*(int *)(g_debug_vehiclesound._28_4_ + 0x30) != 0)) {
Msg("Crashed!: speed %.2f, lastSpeed %.2f\n",(double)*(float *)(in_EDX + 8),
(double)*(float *)(in_EAX + 0x19c));
}
*(undefined4 *)(in_EAX + 0x19c) = *(undefined4 *)(in_EDX + 8);
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.