L L4D2node

CommandNavShowLadderBounds

0x0073b160 · 206 bytes · unknown

_Z26CommandNavShowLadderBoundsv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CommandNavShowLadderBounds() */

void CommandNavShowLadderBounds(void)

{
  char cVar1;
  int iVar2;
  CBaseEntity *pCVar3;
  Vector local_34 [12];
  Vector local_28 [24];
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar1 != '\0') {
    pCVar3 = (CBaseEntity *)0x0;
    while (iVar2 = CGlobalEntityList::FindEntityByClassname
                             ((CGlobalEntityList *)gEntList,pCVar3,"func_simpleladder"), iVar2 != 0)
    {
      pCVar3 = (CBaseEntity *)
               __dynamic_cast(iVar2,&CBaseEntity::typeinfo,&CFuncSimpleLadder::typeinfo,0);
      if (pCVar3 == (CBaseEntity *)0x0) {
        return;
      }
      (**(code **)(*(int *)(pCVar3 + 0x194) + 0x3c))(pCVar3 + 0x194,local_34,local_28);
      *(uint *)(pCVar3 + 0x110) = *(uint *)(pCVar3 + 0x110) | 0x21;
      NDebugOverlay::Box((Vector *)&vec3_origin,local_34,local_28,0,0xff,0,0,600.0);
    }
  }
  return;
}

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)