L L4D2node

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 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)