L L4D2node

PlayerLocomotion::ApproachAscendingLadder

0x0076c120 · 592 bytes · __thiscall

_ZN16PlayerLocomotion23ApproachAscendingLadderEv

Decompiled

undefined (1 param)

/* PlayerLocomotion::ApproachAscendingLadder() */

undefined4 __thiscall PlayerLocomotion::ApproachAscendingLadder(PlayerLocomotion *this)

{
  float fVar1;
  float fVar2;
  char cVar3;
  int iVar4;
  undefined4 uVar5;
  int *piVar6;
  INextBot *this_00;
  longdouble lVar7;
  
  if (*(int *)(this + 0xa8) == 0) {
    return 0;
  }
  iVar4 = (**(code **)(*(int *)this + 300))(this);
  fVar1 = *(float *)(iVar4 + 8);
  fVar2 = *(float *)(*(int *)(this + 0xa8) + 0xc);
  lVar7 = (longdouble)(**(code **)(*(int *)this + 0x130))(this);
  if (fVar1 < fVar2 - (float)lVar7) {
    iVar4 = (**(code **)(*(int *)this + 300))(this);
    fVar1 = *(float *)(iVar4 + 8);
    fVar2 = *(float *)(*(int *)(this + 0xa8) + 0x18);
    lVar7 = (longdouble)(**(code **)(*(int *)this + 0x134))(this);
    if (fVar1 <= fVar2 - (float)lVar7) {
      return 0;
    }
    (**(code **)(*(int *)this + 0x120))(this,*(int *)(this + 0xa8) + 0x10);
    (**(code **)(*(int *)this + 0xb4))(this,*(int *)(this + 0xa8) + 0x10,0x4b189680);
    piVar6 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
    iVar4 = (**(code **)(*piVar6 + 0xb4))(piVar6);
    uVar5 = 3;
    if (*(char *)(iVar4 + 0x186) != '\t') {
      this_00 = (INextBot *)(**(code **)(*(int *)this + 0xb0))(this);
      cVar3 = INextBot::IsDebugging(this_00,0x10);
      uVar5 = 1;
      if (cVar3 != '\0') {
        piVar6 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
        iVar4 = (**(code **)(*piVar6 + 0xb4))(piVar6);
        if (*(int *)(iVar4 + 0x30) == 0) {
          iVar4 = 0;
        }
        else {
          iVar4 = *(int *)(iVar4 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
        }
        NDebugOverlay::EntityText(iVar4,0,"Approach ascending ladder",0.1,0xff,0xff,0xff,0xff);
        uVar5 = 1;
      }
    }
  }
  else {
    lVar7 = (longdouble)CountdownTimer::Now();
    if ((float)lVar7 + 2.0 != *(float *)(this + 0xb8)) {
      (**(code **)(*(int *)(this + 0xb0) + 4))(this + 0xb0,this + 0xb8);
      *(float *)(this + 0xb8) = (float)lVar7 + 2.0;
    }
    uVar5 = 5;
    if (*(float *)(this + 0xb4) != 2.0) {
      (**(code **)(*(int *)(this + 0xb0) + 4))(this + 0xb0,this + 0xb4);
      *(undefined4 *)(this + 0xb4) = 0x40000000;
      return 5;
    }
  }
  return uVar5;
}

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)