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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.