L L4D2node

CCSPlayer::CanGrabLadder

0x0043afb0 · 193 bytes · __thiscall

_ZN9CCSPlayer13CanGrabLadderERK6VectorS2_

Decompiled

undefined (3 params)

/* CCSPlayer::CanGrabLadder(Vector const&, Vector const&) */

undefined4 __thiscall CCSPlayer::CanGrabLadder(CCSPlayer *this,Vector *param_1,Vector *param_2)

{
  undefined4 uVar1;
  longdouble lVar2;
  
  uVar1 = 1;
  if ((((*(float *)(this + 0x28d4) == *(float *)param_2) &&
       (*(float *)(this + 0x28d8) == *(float *)(param_2 + 4))) &&
      (*(float *)(this + 0x28dc) == *(float *)(param_2 + 8))) &&
     (((*(float *)(this + 0x28c8) <= 0.0 ||
       (lVar2 = (longdouble)IntervalTimer::Now(), 1.0 < (float)lVar2 - *(float *)(this + 0x28c8)))
      || (uVar1 = 0,
         4096.0 <= (*(float *)(param_1 + 4) - *(float *)(this + 0x28e4)) *
                   (*(float *)(param_1 + 4) - *(float *)(this + 0x28e4)) +
                   (*(float *)param_1 - *(float *)(this + 0x28e0)) *
                   (*(float *)param_1 - *(float *)(this + 0x28e0)))))) {
    return 1;
  }
  return uVar1;
}

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)