L L4D2node

PlayerLocomotion::AscendLadder

0x0076c790 · 665 bytes · __thiscall

_ZN16PlayerLocomotion12AscendLadderEv

Decompiled

undefined (1 param)

/* PlayerLocomotion::AscendLadder() */

undefined4 __thiscall PlayerLocomotion::AscendLadder(PlayerLocomotion *this)

{
  float fVar1;
  float fVar2;
  float fVar3;
  char cVar4;
  int *piVar5;
  int iVar6;
  int iVar7;
  float *pfVar8;
  INextBot *this_00;
  undefined4 uVar9;
  longdouble lVar10;
  float local_18;
  float local_14;
  float local_10;
  
  uVar9 = 0;
  if (*(int *)(this + 0xa8) != 0) {
    piVar5 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
    iVar6 = (**(code **)(*piVar5 + 0xb4))(piVar5);
    if (*(char *)(iVar6 + 0x186) == '\t') {
      iVar7 = (**(code **)(*(int *)this + 300))(this);
      iVar6 = *(int *)(this + 0xa8);
      if (*(float *)(iVar7 + 8) < *(float *)(iVar6 + 0xc)) {
        fVar1 = *(float *)(iVar6 + 0x40);
        fVar2 = *(float *)(iVar6 + 0x44);
        fVar3 = *(float *)(iVar6 + 0x48);
        pfVar8 = (float *)(**(code **)(*(int *)this + 300))(this);
        local_18 = -fVar1 * 100.0 + *pfVar8;
        local_14 = -fVar2 * 100.0 + pfVar8[1];
        local_10 = (2.0 - fVar3) * 100.0 + pfVar8[2];
        piVar5 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
        piVar5 = (int *)(**(code **)(*piVar5 + 0xc4))(piVar5);
        (**(code **)(*piVar5 + 0xc0))(piVar5,&local_18,4,0x3dcccccd,0,"Ladder",0,0x3e800000);
        uVar9 = 3;
        (**(code **)(*(int *)this + 0xb4))(this,&local_18,0x4b189680);
        this_00 = (INextBot *)(**(code **)(*(int *)this + 0xb0))(this);
        cVar4 = INextBot::IsDebugging(this_00,0x10);
        if (cVar4 != '\0') {
          piVar5 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
          iVar6 = (**(code **)(*piVar5 + 0xb4))(piVar5);
          if (*(int *)(iVar6 + 0x30) == 0) {
            iVar6 = 0;
          }
          else {
            iVar6 = *(int *)(iVar6 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
          }
          uVar9 = 3;
          NDebugOverlay::EntityText(iVar6,0,"Ascend",0.1,0xff,0xff,0xff,0xff);
        }
      }
      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;
        }
        if (*(float *)(this + 0xb4) == 2.0) {
          uVar9 = 5;
        }
        else {
          uVar9 = 5;
          (**(code **)(*(int *)(this + 0xb0) + 4))(this + 0xb0,this + 0xb4);
          *(undefined4 *)(this + 0xb4) = 0x40000000;
        }
      }
    }
    else {
      *(undefined4 *)(this + 0xa8) = 0;
    }
  }
  return uVar9;
}

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)