CCSPlayer::GetLastGroundOrLadderPosition
0x0043aca0 · 100 bytes · __cdecl
_ZNK9CCSPlayer29GetLastGroundOrLadderPositionEv
Decompiled
undefined (0 params)
/* CCSPlayer::GetLastGroundOrLadderPosition() const */
undefined4 * CCSPlayer::GetLastGroundOrLadderPosition(void)
{
char cVar1;
undefined4 *in_stack_00000004;
CCSPlayer *in_stack_00000008;
cVar1 = WasOnLadderSinceOnGround(in_stack_00000008);
if (cVar1 == '\0') {
*in_stack_00000004 = *(undefined4 *)(in_stack_00000008 + 0x289c);
in_stack_00000004[1] = *(undefined4 *)(in_stack_00000008 + 0x28a0);
in_stack_00000004[2] = *(undefined4 *)(in_stack_00000008 + 0x28a4);
return in_stack_00000004;
}
*in_stack_00000004 = *(undefined4 *)(in_stack_00000008 + 0x28e0);
in_stack_00000004[1] = *(undefined4 *)(in_stack_00000008 + 0x28e4);
in_stack_00000004[2] = *(undefined4 *)(in_stack_00000008 + 0x28e8);
return in_stack_00000004;
}
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.