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 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.