L L4D2node

CNavLadder::IsConnected

0x00732940 · 67 bytes · __thiscall

_ZNK10CNavLadder11IsConnectedEPK8CNavAreaNS_19LadderDirectionTypeE

Decompiled

undefined (3 params)

/* CNavLadder::IsConnected(CNavArea const*, CNavLadder::LadderDirectionType) const */

bool __thiscall CNavLadder::IsConnected(CNavLadder *this,int param_1,int param_3)

{
  if (param_3 == 1) {
    return *(int *)(this + 0x34) == param_1;
  }
  if ((((param_3 == 0) || (*(int *)(this + 0x34) != param_1)) && (*(int *)(this + 0x24) != param_1))
     && ((*(int *)(this + 0x28) != param_1 && (*(int *)(this + 0x2c) != param_1)))) {
    return param_1 == *(int *)(this + 0x30);
  }
  return true;
}

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)