PlayerLocomotion::ClimbUpToLedge
0x0076d340 · 124 bytes · __thiscall
_ZN16PlayerLocomotion14ClimbUpToLedgeERK6VectorS2_PK11CBaseEntity
Decompiled
undefined (4 params)
/* PlayerLocomotion::ClimbUpToLedge(Vector const&, Vector const&, CBaseEntity const*) */
undefined4 __thiscall
PlayerLocomotion::ClimbUpToLedge
(PlayerLocomotion *this,Vector *param_1,Vector *param_2,CBaseEntity *param_3)
{
undefined4 uVar1;
INextBot *pIVar2;
undefined4 uVar3;
pIVar2 = (INextBot *)(**(code **)(*(int *)this + 0xb0))(this);
uVar3 = IsClimbPossible(this,pIVar2,param_3);
if ((char)uVar3 != '\0') {
(**(code **)(*(int *)this + 0xc4))(this);
this[0x80] = (PlayerLocomotion)0x1;
*(undefined4 *)(this + 0x84) = *(undefined4 *)param_1;
*(undefined4 *)(this + 0x88) = *(undefined4 *)(param_1 + 4);
uVar1 = *(undefined4 *)(param_1 + 8);
this[0x90] = (PlayerLocomotion)0x0;
*(undefined4 *)(this + 0x8c) = uVar1;
}
return uVar3;
}
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.