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 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.