L L4D2node

CCSPlayer::UpdateLastLadderPosition

0x0043ae30 · 363 bytes · __thiscall

_ZN9CCSPlayer24UpdateLastLadderPositionERK6VectorS2_S2_RK6QAngle

Decompiled

undefined (5 params)

/* CCSPlayer::UpdateLastLadderPosition(Vector const&, Vector const&, Vector const&, QAngle const&)
    */

void __thiscall
CCSPlayer::UpdateLastLadderPosition
          (CCSPlayer *this,Vector *param_1,Vector *param_2,Vector *param_3,QAngle *param_4)

{
  CBaseEdict *this_00;
  int iVar1;
  longdouble lVar2;
  float fVar3;
  
  lVar2 = (longdouble)IntervalTimer::Now();
  if ((float)lVar2 != *(float *)(this + 0x28c8)) {
    (**(code **)(*(int *)(this + 0x28c4) + 4))(this + 0x28c4,this + 0x28c8);
    *(float *)(this + 0x28c8) = (float)lVar2;
  }
  *(undefined4 *)(this + 0x28e0) = *(undefined4 *)param_1;
  *(undefined4 *)(this + 0x28e4) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(this + 0x28e8) = *(undefined4 *)(param_1 + 8);
  fVar3 = *(float *)param_2;
  if (((fVar3 != *(float *)(this + 0x28d4)) ||
      (*(float *)(param_2 + 4) != *(float *)(this + 0x28d8))) ||
     (*(float *)(param_2 + 8) != *(float *)(this + 0x28dc))) {
    if (this[0x6c] == (CCSPlayer)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
        fVar3 = *(float *)param_2;
      }
    }
    else {
      this[0x70] = (CCSPlayer)((byte)this[0x70] | 1);
      fVar3 = *(float *)param_2;
    }
    *(float *)(this + 0x28d4) = fVar3;
    *(undefined4 *)(this + 0x28d8) = *(undefined4 *)(param_2 + 4);
    *(undefined4 *)(this + 0x28dc) = *(undefined4 *)(param_2 + 8);
  }
  *(undefined4 *)(this + 0x28ec) = *(undefined4 *)param_3;
  *(undefined4 *)(this + 0x28f0) = *(undefined4 *)(param_3 + 4);
  *(undefined4 *)(this + 0x28f4) = *(undefined4 *)(param_3 + 8);
  *(undefined4 *)(this + 0x28f8) = *(undefined4 *)param_4;
  *(undefined4 *)(this + 0x28fc) = *(undefined4 *)(param_4 + 4);
  *(undefined4 *)(this + 0x2900) = *(undefined4 *)(param_4 + 8);
  return;
}

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)