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 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.