L L4D2node

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 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)