L L4D2node

CTerrorGameMovement::LadderMove

0x004f9180 · 601 bytes · __thiscall

_ZN19CTerrorGameMovement10LadderMoveEv

Decompiled

undefined (1 param)

/* CTerrorGameMovement::LadderMove() */

undefined4 __thiscall CTerrorGameMovement::LadderMove(CTerrorGameMovement *this)

{
  int *piVar1;
  int iVar2;
  uint uVar3;
  char cVar4;
  undefined4 uVar5;
  undefined *puVar6;
  
  piVar1 = *(int **)(this + 0x810);
  if (piVar1 == (int *)0x0) {
    uVar5 = CCSGameMovement::LadderMove((CCSGameMovement *)this);
    return uVar5;
  }
  uVar5 = (**(code **)(*piVar1 + 0x7e8))(piVar1);
  if ((char)uVar5 == '\0') {
    iVar2 = *(int *)(this + 0x810);
    uVar3 = *(uint *)(iVar2 + 0x3e68);
    if ((((uVar3 != 0xffffffff) &&
         (puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar6 + 8) == uVar3 >> 0xc)) && (*(int *)(puVar6 + 4) != 0)) {
      return uVar5;
    }
    uVar3 = *(uint *)(iVar2 + 0x3e64);
    if (((((uVar3 == 0xffffffff) ||
          (puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
         ((*(uint *)(puVar6 + 8) != uVar3 >> 0xc || (*(int *)(puVar6 + 4) == 0)))) &&
        (((uVar3 = *(uint *)(iVar2 + 0x2a4c), uVar3 == 0xffffffff ||
          (puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
         ((*(uint *)(puVar6 + 8) != uVar3 >> 0xc || (*(int *)(puVar6 + 4) == 0)))))) &&
       ((((((uVar3 = *(uint *)(iVar2 + 0x2a48), uVar3 == 0xffffffff ||
            (puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
           (*(uint *)(puVar6 + 8) != uVar3 >> 0xc)) || (*(int *)(puVar6 + 4) == 0)) &&
         (((uVar3 = *(uint *)(iVar2 + 0x3e48), uVar3 == 0xffffffff ||
           (puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
          ((*(uint *)(puVar6 + 8) != uVar3 >> 0xc || (*(int *)(puVar6 + 4) == 0)))))) &&
        ((((uVar3 = *(uint *)(iVar2 + 0x3e44), uVar3 == 0xffffffff ||
           (puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
          ((*(uint *)(puVar6 + 8) != uVar3 >> 0xc || (*(int *)(puVar6 + 4) == 0)))) &&
         (((((uVar3 = *(uint *)(iVar2 + 0x3ee0), uVar3 == 0xffffffff ||
             (puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc))
            || (*(uint *)(puVar6 + 8) != uVar3 >> 0xc)) || (*(int *)(puVar6 + 4) == 0)) &&
          ((((uVar3 = *(uint *)(iVar2 + 0x3edc), uVar3 == 0xffffffff ||
             (puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc))
            || ((*(uint *)(puVar6 + 8) != uVar3 >> 0xc || (*(int *)(puVar6 + 4) == 0)))) &&
           ((*(char *)(iVar2 + 0x33bd) == '\0' &&
            (cVar4 = CCSGameMovement::LadderMove((CCSGameMovement *)this), cVar4 != '\0'))))))))))))
    {
      uVar5 = 1;
      CTerrorPlayer::ClearGrabTarget(*(CTerrorPlayer **)(this + 0x810));
    }
  }
  else {
    uVar5 = 0;
  }
  return uVar5;
}

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)