L L4D2node

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 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)