L L4D2node

CNavMesh::ScriptGetLadderByID

0x0073a130 · 74 bytes · __thiscall

_ZN8CNavMesh19ScriptGetLadderByIDEi

Decompiled

undefined (2 params)

/* CNavMesh::ScriptGetLadderByID(int) */

undefined4 __thiscall CNavMesh::ScriptGetLadderByID(CNavMesh *this,int param_1)

{
  int iVar1;
  undefined4 uVar2;
  CNavLadder *this_00;
  
  if ((param_1 != 0) && (0 < *(int *)(this + 0x51c))) {
    this_00 = (CNavLadder *)**(int **)(this + 0x510);
    if (param_1 != *(int *)(this_00 + 0x4c)) {
      iVar1 = 0;
      do {
        iVar1 = iVar1 + 1;
        if (iVar1 == *(int *)(this + 0x51c)) {
          return 0;
        }
        this_00 = (CNavLadder *)(*(int **)(this + 0x510))[iVar1];
      } while (param_1 != *(int *)(this_00 + 0x4c));
    }
    uVar2 = CNavLadder::GetScriptInstance(this_00);
    return uVar2;
  }
  return 0;
}

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)