L L4D2node

CBaseServerVehicle::FindSeatIndexByName

0x00b3b750 · 170 bytes · __thiscall

_ZN18CBaseServerVehicle19FindSeatIndexByNameEi8string_t

Decompiled

undefined (3 params)

/* CBaseServerVehicle::FindSeatIndexByName(int, string_t) */

int __thiscall
CBaseServerVehicle::FindSeatIndexByName(CBaseServerVehicle *this,int param_1,char *param_3)

{
  int iVar1;
  int iVar2;
  CBaseAnimating *this_00;
  int iVar3;
  int *piVar4;
  char *pcVar5;
  int iVar6;
  
  if ((((-1 < param_1) && (param_1 < *(int *)(this + 0x24))) &&
      (iVar2 = (**(code **)(*(int *)this + 0x20))(this), iVar2 != 0)) &&
     (this_00 = (CBaseAnimating *)
                __dynamic_cast(iVar2,&CBaseEntity::typeinfo,&CBaseAnimating::typeinfo,0),
     this_00 != (CBaseAnimating *)0x0)) {
    pcVar5 = "";
    if (param_3 != (char *)0x0) {
      pcVar5 = param_3;
    }
    iVar3 = CBaseAnimating::LookupAttachment(this_00,pcVar5);
    iVar2 = *(int *)(this + 0x18) + param_1 * 0x18;
    iVar1 = *(int *)(iVar2 + 0x10);
    if (0 < iVar1) {
      iVar2 = *(int *)(iVar2 + 4);
      if (iVar3 == *(int *)(iVar2 + 4)) {
        return 0;
      }
      iVar6 = 0;
      piVar4 = (int *)(iVar2 + 0x34);
      while (iVar6 = iVar6 + 1, iVar6 != iVar1) {
        iVar2 = *piVar4;
        piVar4 = piVar4 + 0xc;
        if (iVar3 == iVar2) {
          return iVar6;
        }
      }
    }
  }
  return -1;
}

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)