PlayerLocomotion::DismountLadderBottom
0x0076d010 · 158 bytes · __thiscall
_ZN16PlayerLocomotion20DismountLadderBottomEv
Decompiled
undefined (1 param)
/* PlayerLocomotion::DismountLadderBottom() */
undefined4 __thiscall PlayerLocomotion::DismountLadderBottom(PlayerLocomotion *this)
{
int *piVar1;
int iVar2;
CBaseEntity *pCVar3;
longdouble lVar4;
if ((*(int *)(this + 0xa8) != 0) &&
(lVar4 = (longdouble)CountdownTimer::Now(), (float)lVar4 < *(float *)(this + 0xb8))) {
piVar1 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
iVar2 = (**(code **)(*piVar1 + 0xb4))(piVar1);
if (*(char *)(iVar2 + 0x186) != '\t') {
return 0;
}
piVar1 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
pCVar3 = (CBaseEntity *)(**(code **)(*piVar1 + 0xb4))(piVar1);
CBaseEntity::SetMoveType(pCVar3,2,0);
*(undefined4 *)(this + 0xa8) = 0;
return 0;
}
*(undefined4 *)(this + 0xa8) = 0;
return 0;
}
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.