FuncLadder_GetSurfaceprops
0x00450440 · 74 bytes · __cdecl
_Z26FuncLadder_GetSurfacepropsP11CBaseEntity
Decompiled
undefined (1 param)
/* FuncLadder_GetSurfaceprops(CBaseEntity*) */
char * FuncLadder_GetSurfaceprops(CBaseEntity *param_1)
{
int iVar1;
char *pcVar2;
if (param_1 != (CBaseEntity *)0x0) {
iVar1 = __dynamic_cast(param_1,&CBaseEntity::typeinfo,&CFuncLadder::typeinfo,0);
if (iVar1 != 0) {
pcVar2 = *(char **)(iVar1 + 0x47c);
if (pcVar2 == (char *)0x0) {
pcVar2 = "ladder";
}
return pcVar2;
}
}
return "ladder";
}
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.