L L4D2node

CTerrorPlayer::IsAbleToAutoCenterOnLadders

0x004f35f0 · 57 bytes · __thiscall

_ZNK13CTerrorPlayer27IsAbleToAutoCenterOnLaddersEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::IsAbleToAutoCenterOnLadders() const */

undefined4 __thiscall CTerrorPlayer::IsAbleToAutoCenterOnLadders(CTerrorPlayer *this)

{
  undefined4 uVar1;
  int iVar2;
  
  uVar1 = (**(code **)(*(int *)this + 0x778))(this);
  if (((char)uVar1 != '\0') || (iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar2 != 3)
     ) {
    uVar1 = 1;
  }
  return uVar1;
}

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)