L L4D2node

PlayerLocomotion::ApproachDescendingLadder

0x0076c390 · 995 bytes · __thiscall

_ZN16PlayerLocomotion24ApproachDescendingLadderEv

Decompiled

undefined (1 param)

/* PlayerLocomotion::ApproachDescendingLadder() */

undefined4 __thiscall PlayerLocomotion::ApproachDescendingLadder(PlayerLocomotion *this)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  char cVar5;
  undefined4 uVar6;
  int iVar7;
  int *piVar8;
  float *pfVar9;
  INextBot *this_00;
  longdouble lVar10;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  uVar6 = 0;
  if (*(int *)(this + 0xa8) != 0) {
    iVar7 = (**(code **)(*(int *)this + 300))(this);
    fVar1 = *(float *)(iVar7 + 8);
    fVar2 = *(float *)(*(int *)(this + 0xa8) + 0x18);
    lVar10 = (longdouble)(**(code **)(*(int *)this + 0x134))(this);
    if ((float)lVar10 + fVar2 < fVar1) {
      iVar7 = *(int *)(this + 0xa8);
      piVar8 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
      piVar8 = (int *)(**(code **)(*piVar8 + 0xc4))(piVar8);
      lVar10 = (longdouble)(**(code **)(*piVar8 + 0x118))(piVar8);
      fVar1 = *(float *)(iVar7 + 0x40);
      fVar2 = *(float *)(*(int *)(this + 0xa8) + 4);
      fVar3 = *(float *)(iVar7 + 0x44);
      fVar4 = *(float *)(*(int *)(this + 0xa8) + 8);
      pfVar9 = (float *)(**(code **)(*(int *)this + 300))(this);
      local_1c = 0.0;
      local_24 = (fVar2 - *pfVar9) + fVar1 * (float)lVar10 * 0.25;
      local_20 = (fVar4 - pfVar9[1]) + (float)lVar10 * 0.25 * fVar3;
      lVar10 = (longdouble)VectorNormalize((Vector *)&local_24);
      if ((float)lVar10 < 10.0) {
        pfVar9 = (float *)(**(code **)(*(int *)this + 0x14c))(this);
        fVar1 = *pfVar9;
        fVar2 = pfVar9[1];
        fVar3 = pfVar9[2];
        pfVar9 = (float *)(**(code **)(*(int *)this + 300))(this);
        local_18 = fVar1 * 100.0 + *pfVar9;
        local_14 = fVar2 * 100.0 + pfVar9[1];
        local_10 = fVar3 * 100.0 + pfVar9[2];
      }
      else {
        iVar7 = *(int *)(this + 0xa8);
        fVar1 = *(float *)(iVar7 + 0x40);
        fVar2 = *(float *)(iVar7 + 0x48);
        local_14 = *(float *)(iVar7 + 0x44) * 100.0;
        if (local_20 * *(float *)(iVar7 + 0x44) + local_24 * fVar1 + local_1c * fVar2 < 0.0) {
          local_14 = *(float *)(iVar7 + 8) - local_14;
          local_10 = *(float *)(iVar7 + 0xc) - fVar2 * 100.0;
          local_18 = *(float *)(iVar7 + 4) - fVar1 * 100.0;
        }
        else {
          local_14 = local_14 + *(float *)(iVar7 + 8);
          local_10 = fVar2 * 100.0 + *(float *)(iVar7 + 0xc);
          local_18 = fVar1 * 100.0 + *(float *)(iVar7 + 4);
        }
      }
      (**(code **)(*(int *)this + 0x120))(this,&local_18);
      (**(code **)(*(int *)this + 0xb4))(this,&local_18,0x4b189680);
      piVar8 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
      iVar7 = (**(code **)(*piVar8 + 0xb4))(piVar8);
      uVar6 = 4;
      if (*(char *)(iVar7 + 0x186) != '\t') {
        this_00 = (INextBot *)(**(code **)(*(int *)this + 0xb0))(this);
        cVar5 = INextBot::IsDebugging(this_00,0x10);
        uVar6 = 2;
        if (cVar5 != '\0') {
          piVar8 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
          iVar7 = (**(code **)(*piVar8 + 0xb4))(piVar8);
          if (*(int *)(iVar7 + 0x30) == 0) {
            iVar7 = 0;
          }
          else {
            iVar7 = *(int *)(iVar7 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
          }
          NDebugOverlay::EntityText(iVar7,0,"Approach descending ladder",0.1,0xff,0xff,0xff,0xff);
          uVar6 = 2;
        }
      }
    }
    else {
      lVar10 = (longdouble)CountdownTimer::Now();
      if ((float)lVar10 + 2.0 != *(float *)(this + 0xb8)) {
        (**(code **)(*(int *)(this + 0xb0) + 4))(this + 0xb0,this + 0xb8);
        *(float *)(this + 0xb8) = (float)lVar10 + 2.0;
      }
      uVar6 = 6;
      if (*(float *)(this + 0xb4) != 2.0) {
        (**(code **)(*(int *)(this + 0xb0) + 4))(this + 0xb0,this + 0xb4);
        *(undefined4 *)(this + 0xb4) = 0x40000000;
        return 6;
      }
    }
  }
  return uVar6;
}

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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)