L L4D2node

CCSGameMovement::LadderMove

0x004323e0 · 88 bytes · __thiscall

_ZN15CCSGameMovement10LadderMoveEv

Decompiled

undefined (1 param)

/* CCSGameMovement::LadderMove() */

undefined4 __thiscall CCSGameMovement::LadderMove(CCSGameMovement *this)

{
  int iVar1;
  undefined4 uVar2;
  
  uVar2 = CGameMovement::LadderMove((CGameMovement *)this);
  if ((char)uVar2 != '\0') {
    iVar1 = *(int *)(this + 8);
    CCSPlayer::UpdateLastLadderPosition
              (*(CCSPlayer **)(this + 0x7e0),(Vector *)(iVar1 + 0x9c),
               (Vector *)(*(int *)(this + 4) + 0x2000),(Vector *)(iVar1 + 0x40),
               (QAngle *)(iVar1 + 0xc));
  }
  return uVar2;
}

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)