PlayerLocomotion::TraverseLadder
0x0076d0c0 · 303 bytes · __thiscall
_ZN16PlayerLocomotion14TraverseLadderEv
Decompiled
undefined (1 param)
/* PlayerLocomotion::TraverseLadder() */
undefined4 __thiscall PlayerLocomotion::TraverseLadder(PlayerLocomotion *this)
{
undefined4 uVar1;
int *piVar2;
int iVar3;
CBaseEntity *pCVar4;
undefined4 uVar5;
switch(*(undefined4 *)(this + 0xa4)) {
default:
*(undefined4 *)(this + 0xa8) = 0;
uVar5 = 0;
piVar2 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
iVar3 = (**(code **)(*piVar2 + 0xb4))(piVar2);
if (*(char *)(iVar3 + 0x186) == '\t') {
piVar2 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
pCVar4 = (CBaseEntity *)(**(code **)(*piVar2 + 0xb4))(piVar2);
CBaseEntity::SetMoveType(pCVar4,2,0);
}
break;
case 1:
uVar1 = ApproachAscendingLadder(this);
*(undefined4 *)(this + 0xa4) = uVar1;
return 1;
case 2:
uVar1 = ApproachDescendingLadder(this);
*(undefined4 *)(this + 0xa4) = uVar1;
return 1;
case 3:
uVar1 = AscendLadder(this);
*(undefined4 *)(this + 0xa4) = uVar1;
return 1;
case 4:
uVar1 = DescendLadder(this);
*(undefined4 *)(this + 0xa4) = uVar1;
return 1;
case 5:
uVar1 = DismountLadderTop(this);
*(undefined4 *)(this + 0xa4) = uVar1;
return 1;
case 6:
uVar5 = 1;
uVar1 = DismountLadderBottom(this);
*(undefined4 *)(this + 0xa4) = uVar1;
}
return uVar5;
}
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.