L L4D2node

StepAlongClimbableSurface

0x0070ae60 · 201 bytes · __cdecl

_Z25StepAlongClimbableSurfaceR6VectorRKS_S2_

Decompiled

undefined (3 params)

/* StepAlongClimbableSurface(Vector&, Vector const&, Vector const&) */

void StepAlongClimbableSurface(Vector *param_1,Vector *param_2,Vector *param_3)

{
  char cVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  fVar2 = *(float *)param_1;
  fVar3 = *(float *)(param_1 + 4);
  fVar4 = *(float *)(param_1 + 8);
  while( true ) {
    local_34 = (fVar2 + *(float *)param_2) - *(float *)param_3;
    local_28 = fVar2 + *(float *)param_2 + *(float *)param_3;
    local_30 = (fVar3 + *(float *)(param_2 + 4)) - *(float *)(param_3 + 4);
    local_24 = fVar3 + *(float *)(param_2 + 4) + *(float *)(param_3 + 4);
    local_20 = fVar4 + *(float *)(param_2 + 8) + *(float *)(param_3 + 8);
    local_2c = (fVar4 + *(float *)(param_2 + 8)) - *(float *)(param_3 + 8);
    cVar1 = CheckForClimbableSurface((Vector *)&local_34,(Vector *)&local_28);
    if (cVar1 == '\0') break;
    fVar2 = *(float *)param_2 + *(float *)param_1;
    *(float *)param_1 = fVar2;
    fVar3 = *(float *)(param_2 + 4) + *(float *)(param_1 + 4);
    *(float *)(param_1 + 4) = fVar3;
    fVar4 = *(float *)(param_2 + 8) + *(float *)(param_1 + 8);
    *(float *)(param_1 + 8) = fVar4;
  }
  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)