PlayerLocomotion::IsClimbPossible
0x0076d210 · 299 bytes · __thiscall
_ZNK16PlayerLocomotion15IsClimbPossibleEP8INextBotPK11CBaseEntity
Decompiled
undefined (3 params)
/* PlayerLocomotion::IsClimbPossible(INextBot*, CBaseEntity const*) const */
undefined4 __thiscall
PlayerLocomotion::IsClimbPossible(PlayerLocomotion *this,INextBot *param_1,CBaseEntity *param_2)
{
code *pcVar1;
char cVar2;
int *piVar3;
undefined4 uVar4;
int iVar5;
piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
piVar3 = (int *)(**(code **)(*piVar3 + 200))(piVar3);
pcVar1 = *(code **)(*piVar3 + 200);
uVar4 = (**(code **)(*(int *)this + 0xb0))(this);
iVar5 = (*pcVar1)(piVar3,uVar4);
if ((iVar5 != 0) &&
(piVar3 = (int *)__dynamic_cast(iVar5,&Path::typeinfo,&PathFollower::typeinfo,0),
piVar3 != (int *)0x0)) {
pcVar1 = *(code **)(*piVar3 + 0x80);
uVar4 = (**(code **)(*(int *)this + 0xb0))(this);
cVar2 = (*pcVar1)(piVar3,uVar4,2,0x42960000);
if (cVar2 == '\0') {
if ((param_2 != (CBaseEntity *)0x0) && (param_2 != g_WorldEntity)) {
piVar3 = *(int **)(param_2 + 0x238);
if ((piVar3 != (int *)0x0) && (cVar2 = (**(code **)(*piVar3 + 0x2c))(piVar3), cVar2 != '\0')
) {
return 1;
}
iVar5 = __dynamic_cast(param_2,&CBaseEntity::typeinfo,&CBreakableProp::typeinfo,0);
if (iVar5 != 0) {
return 1;
}
}
piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
piVar3 = (int *)(**(code **)(*piVar3 + 0xc0))(piVar3);
/* WARNING: Could not recover jumptable at 0x0076d33c. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar4 = (**(code **)(*piVar3 + 0x168))();
return uVar4;
}
}
return 1;
}
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.