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 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.