L L4D2node

CNavMesh::GetLadderByID

0x0073c980 · 63 bytes · __thiscall

_ZNK8CNavMesh13GetLadderByIDEj

Decompiled

undefined (2 params)

/* CNavMesh::GetLadderByID(unsigned int) const */

int __thiscall CNavMesh::GetLadderByID(CNavMesh *this,uint param_1)

{
  int iVar1;
  int iVar2;
  
  if ((param_1 == 0) || (*(int *)(this + 0x51c) < 1)) {
LAB_0073c9bf:
    iVar1 = 0;
  }
  else {
    iVar1 = **(int **)(this + 0x510);
    if (param_1 != *(uint *)(iVar1 + 0x4c)) {
      iVar2 = 0;
      do {
        iVar2 = iVar2 + 1;
        if (iVar2 == *(int *)(this + 0x51c)) goto LAB_0073c9bf;
        iVar1 = (*(int **)(this + 0x510))[iVar2];
      } while (param_1 != *(uint *)(iVar1 + 0x4c));
    }
  }
  return iVar1;
}

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)