CBaseServerVehicle::NPC_GetAvailableSeat_Any
0x00b3b500 · 102 bytes · __thiscall
_ZN18CBaseServerVehicle24NPC_GetAvailableSeat_AnyEP20CBaseCombatCharacteri
Decompiled
undefined (3 params)
/* CBaseServerVehicle::NPC_GetAvailableSeat_Any(CBaseCombatCharacter*, int) */
int __thiscall
CBaseServerVehicle::NPC_GetAvailableSeat_Any
(CBaseServerVehicle *this,CBaseCombatCharacter *param_1,int param_2)
{
CBaseCombatCharacter *pCVar1;
int iVar2;
iVar2 = 0;
if (0 < *(int *)(*(int *)(this + 0x18) + 0x10 + param_2 * 0x18)) {
do {
pCVar1 = (CBaseCombatCharacter *)(**(code **)(*(int *)this + 0x8c))(this,param_2,iVar2);
if ((pCVar1 == param_1) || (pCVar1 == (CBaseCombatCharacter *)0x0)) {
return iVar2;
}
iVar2 = iVar2 + 1;
} while (iVar2 < *(int *)(*(int *)(this + 0x18) + 0x10 + param_2 * 0x18));
}
return -1;
}
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.