L L4D2node

CNavLadder::FindLadderEntity

0x007335d0 · 138 bytes · __thiscall

_ZN10CNavLadder16FindLadderEntityEv

Decompiled

undefined (1 param)

/* CNavLadder::FindLadderEntity() */

void __thiscall CNavLadder::FindLadderEntity(CNavLadder *this)

{
  int *piVar1;
  undefined4 *puVar2;
  float local_18;
  float local_14;
  float local_10;
  
  local_14 = (*(float *)(this + 0x14) + *(float *)(this + 8)) * 0.5;
  local_10 = (*(float *)(this + 0x18) + *(float *)(this + 0xc)) * 0.5;
  local_18 = (*(float *)(this + 0x10) + *(float *)(this + 4)) * 0.5;
  piVar1 = (int *)UTIL_FindEntityByClassnameNearest("func_simpleladder",(Vector *)&local_18,16.0);
  if (piVar1 != (int *)0x0) {
    puVar2 = (undefined4 *)(**(code **)(*piVar1 + 0xc))(piVar1);
    *(undefined4 *)(this + 0x38) = *puVar2;
    return;
  }
  *(undefined4 *)(this + 0x38) = 0xffffffff;
  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)