L L4D2node

CGameMovement::FullLadderMove

0x00451be0 · 218 bytes · __thiscall

_ZN13CGameMovement14FullLadderMoveEv

Decompiled

undefined (1 param)

/* CGameMovement::FullLadderMove() */

void __thiscall CGameMovement::FullLadderMove(CGameMovement *this)

{
  uint *puVar1;
  int iVar2;
  int iVar3;
  
  (**(code **)(*(int *)this + 0xc4))(this);
  if ((*(byte *)(*(int *)(this + 8) + 0x24) & 2) == 0) {
    puVar1 = (uint *)(*(int *)(this + 8) + 0x28);
    *puVar1 = *puVar1 & 0xfffffffd;
  }
  else {
    (**(code **)(*(int *)this + 0x88))(this);
  }
  (**(code **)(*(int *)this + 0x8c))(this);
  iVar2 = *(int *)(this + 8);
  iVar3 = *(int *)(this + 4);
  *(float *)(iVar2 + 0x40) = *(float *)(iVar2 + 0x40) + *(float *)(iVar3 + 0x268);
  *(float *)(iVar2 + 0x44) = *(float *)(iVar2 + 0x44) + *(float *)(iVar3 + 0x26c);
  *(float *)(iVar2 + 0x48) = *(float *)(iVar2 + 0x48) + *(float *)(iVar3 + 0x270);
  (**(code **)(*(int *)this + 0x9c))(this,0,0);
  iVar2 = *(int *)(this + 8);
  iVar3 = *(int *)(this + 4);
  *(float *)(iVar2 + 0x40) = *(float *)(iVar2 + 0x40) - *(float *)(iVar3 + 0x268);
  *(float *)(iVar2 + 0x44) = *(float *)(iVar2 + 0x44) - *(float *)(iVar3 + 0x26c);
  *(float *)(iVar2 + 0x48) = *(float *)(iVar2 + 0x48) - *(float *)(iVar3 + 0x270);
  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)