L L4D2node

CFuncLadder::GetDismount

0x0044fe50 · 81 bytes · __thiscall

_ZN11CFuncLadder11GetDismountEi

Decompiled

undefined (2 params)

/* CFuncLadder::GetDismount(int) */

undefined4 __thiscall CFuncLadder::GetDismount(CFuncLadder *this,int param_1)

{
  uint uVar1;
  undefined *puVar2;
  
  if ((-1 < param_1) && (param_1 < *(int *)(this + 0x458))) {
    uVar1 = *(uint *)(*(int *)(this + 0x44c) + param_1 * 4);
    if ((uVar1 != 0xffffffff) &&
       ((puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc &&
        (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)))) {
      return *(undefined4 *)(puVar2 + 4);
    }
  }
  return 0;
}

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)