CGameMovement::OnLadder
0x0045e730 · 85 bytes · __thiscall
_ZN13CGameMovement8OnLadderER10CGameTrace
Decompiled
undefined (2 params)
/* CGameMovement::OnLadder(CGameTrace&) */
bool __thiscall CGameMovement::OnLadder(CGameMovement *this,CGameTrace *param_1)
{
int *piVar1;
int iVar2;
if (((byte)param_1[0x33] & 0x20) != 0) {
return true;
}
piVar1 = (int *)(**(code **)(*IMoveHelper::sm_pSingleton + 0x30))(IMoveHelper::sm_pSingleton);
if (piVar1 != (int *)0x0) {
iVar2 = (**(code **)(*piVar1 + 0x18))(piVar1,(int)*(short *)(param_1 + 0x40));
if (iVar2 != 0) {
return *(char *)(iVar2 + 0x4e) != '\0';
}
}
return false;
}
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.