L L4D2node

PlayerLocomotion::IsAbleToAutoCenterOnLadder

0x0076e740 · 50 bytes · __thiscall

_ZNK16PlayerLocomotion26IsAbleToAutoCenterOnLadderEv

Decompiled

undefined (1 param)

/* PlayerLocomotion::IsAbleToAutoCenterOnLadder() const */

bool __thiscall PlayerLocomotion::IsAbleToAutoCenterOnLadder(PlayerLocomotion *this)

{
  char cVar1;
  bool bVar2;
  
  cVar1 = (**(code **)(*(int *)this + 0x114))(this);
  bVar2 = false;
  if (cVar1 != '\0') {
    bVar2 = *(int *)(this + 0xa4) - 3U < 2;
  }
  return bVar2;
}

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)