CBaseServerVehicle::NPC_AddPassenger
0x00b3b600 · 181 bytes · __thiscall
_ZN18CBaseServerVehicle16NPC_AddPassengerEP20CBaseCombatCharacter8string_ti
Decompiled
undefined (4 params)
/* CBaseServerVehicle::NPC_AddPassenger(CBaseCombatCharacter*, string_t, int) */
undefined4 __thiscall
CBaseServerVehicle::NPC_AddPassenger
(CBaseServerVehicle *this,int *param_1,undefined4 param_3,int param_4)
{
undefined4 uVar1;
int iVar2;
int *piVar3;
int *piVar4;
int iVar5;
if ((param_1 == (int *)0x0) ||
(uVar1 = (**(code **)(*param_1 + 0x16c))(param_1), (char)uVar1 != '\0')) {
return 0;
}
iVar2 = FindRoleIndexByName(this,param_3);
if (iVar2 == -1) {
return uVar1;
}
piVar3 = (int *)(**(code **)(*(int *)this + 0x8c))(this,iVar2,param_4);
if (param_1 != piVar3) {
if (piVar3 != (int *)0x0) {
return uVar1;
}
if (*(int *)(this + 0x10) < 1) {
return uVar1;
}
piVar3 = *(int **)(this + 4);
iVar5 = 0;
while ((param_4 != piVar3[1] || (iVar2 != *piVar3))) {
iVar5 = iVar5 + 1;
piVar3 = piVar3 + 5;
if (iVar5 == *(int *)(this + 0x10)) {
return uVar1;
}
}
piVar4 = (int *)(**(code **)(*param_1 + 0xc))(param_1);
piVar3[4] = *piVar4;
return 1;
}
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.