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 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.