L L4D2node

CNavMesh::BuildLadders

0x0072b590 · 157 bytes · __thiscall

_ZN8CNavMesh12BuildLaddersEv

Decompiled

undefined (1 param)

/* CNavMesh::BuildLadders() */

void __thiscall CNavMesh::BuildLadders(CNavMesh *this)

{
  int iVar1;
  CBaseEntity *pCVar2;
  Vector local_34 [12];
  Vector local_28 [24];
  
  pCVar2 = (CBaseEntity *)0x0;
  DestroyLadders(this);
  while( true ) {
    iVar1 = CGlobalEntityList::FindEntityByClassname
                      ((CGlobalEntityList *)gEntList,pCVar2,"func_simpleladder");
    if (iVar1 == 0) {
      return;
    }
    pCVar2 = (CBaseEntity *)
             __dynamic_cast(iVar1,&CBaseEntity::typeinfo,&CFuncSimpleLadder::typeinfo,0);
    if (pCVar2 == (CBaseEntity *)0x0) break;
    (**(code **)(*(int *)(pCVar2 + 0x194) + 0x3c))(pCVar2 + 0x194,local_34,local_28);
    CreateLadder(this,local_34,local_28,0.0);
  }
  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)