L L4D2node

CNavLadder::IsUsableByTeam

0x00735b60 · 99 bytes · __thiscall

_ZNK10CNavLadder14IsUsableByTeamEi

Decompiled

undefined (2 params)

/* CNavLadder::IsUsableByTeam(int) const */

uint __thiscall CNavLadder::IsUsableByTeam(CNavLadder *this,int param_1)

{
  uint uVar1;
  int iVar2;
  undefined3 uVar3;
  undefined *puVar4;
  
  uVar1 = *(uint *)(this + 0x38);
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
     (*(CBaseEntity **)(puVar4 + 4) != (CBaseEntity *)0x0)) {
    iVar2 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)(puVar4 + 4));
    uVar3 = (undefined3)((uint)iVar2 >> 8);
    return CONCAT31(uVar3,iVar2 == 0) | CONCAT31(uVar3,iVar2 == param_1);
  }
  return 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)