L L4D2node

CFuncLadder::PlayerGotOn

0x0044feb0 · 80 bytes · __thiscall

_ZN11CFuncLadder11PlayerGotOnEP11CBasePlayer

Decompiled

undefined (2 params)

/* CFuncLadder::PlayerGotOn(CBasePlayer*) */

void __thiscall CFuncLadder::PlayerGotOn(CFuncLadder *this,CBasePlayer *param_1)

{
  COutputEvent::FireOutput
            ((COutputEvent *)(this + 0x480),(CBaseEntity *)this,(CBaseEntity *)param_1,0.0);
  CBaseEntity::EmitSound((CBaseEntity *)param_1,"Ladder.StepRight",0.0,(float *)0x0);
  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)