L L4D2node

CCSPlayer::WasOnLadderSinceOnGround

0x0043abe0 · 169 bytes · __thiscall

_ZNK9CCSPlayer24WasOnLadderSinceOnGroundEv

Decompiled

undefined (1 param)

/* CCSPlayer::WasOnLadderSinceOnGround() const */

bool __thiscall CCSPlayer::WasOnLadderSinceOnGround(CCSPlayer *this)

{
  float fVar1;
  longdouble extraout_ST0;
  longdouble extraout_ST0_00;
  float fVar2;
  
  if (*(float *)(this + 0x28c8) <= 0.0) {
    return false;
  }
  if (0.0 < *(float *)(this + 0x28d0)) {
    IntervalTimer::Now();
    fVar1 = *(float *)(this + 0x28d0);
    if (0.0 < *(float *)(this + 0x28c8)) {
      IntervalTimer::Now();
      fVar2 = (float)extraout_ST0_00 - *(float *)(this + 0x28c8);
    }
    else {
      fVar2 = 99999.9;
    }
    return fVar2 <= (float)extraout_ST0 - fVar1;
  }
  return true;
}

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)