L L4D2node

CGameMovement::LadderMove

0x004567e0 · 57 bytes · __thiscall

_ZN13CGameMovement10LadderMoveEv

Decompiled

undefined (1 param)

/* CGameMovement::LadderMove() */

undefined4 __thiscall CGameMovement::LadderMove(CGameMovement *this)

{
  char cVar1;
  undefined4 uVar2;
  
  if (*(char *)(*(int *)(this + 4) + 0x186) != '\b') {
    cVar1 = (**(code **)(*(int *)this + 0x110))(this);
    if (cVar1 != '\0') {
      uVar2 = LadderMove(this);
      return uVar2;
    }
  }
  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)