L L4D2node

CNavLadder::ScriptIsInUse

0x00735090 · 125 bytes · __thiscall

_ZN10CNavLadder13ScriptIsInUseEP9HSCRIPT__

Decompiled

undefined (2 params)

/* CNavLadder::ScriptIsInUse(HSCRIPT__*) */

uint __thiscall CNavLadder::ScriptIsInUse(CNavLadder *this,HSCRIPT__ *param_1)

{
  code *pcVar1;
  bool bVar2;
  ScriptClassDesc_t *pSVar3;
  int iVar4;
  undefined3 extraout_var;
  CNavLadder *local_14;
  undefined4 local_10;
  
  if (param_1 != (HSCRIPT__ *)0x0) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar3 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    iVar4 = (*pcVar1)(g_pScriptVM,param_1,pSVar3);
    if (iVar4 != 0) {
      local_10 = __dynamic_cast(iVar4,&CBaseEntity::typeinfo,&CBasePlayer::typeinfo,0);
      goto LAB_007350eb;
    }
  }
  local_10 = 0;
LAB_007350eb:
  local_14 = this;
  bVar2 = ForEachPlayer<IsLadderFreeFunctor>((IsLadderFreeFunctor *)&local_14);
  return CONCAT31(extraout_var,bVar2) ^ 1;
}

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)