SurvivorEscapeLadderAmbush::Update
0x0091cbf0 · 126 bytes · __thiscall
_ZN26SurvivorEscapeLadderAmbush6UpdateEP11SurvivorBotf
Decompiled
undefined (3 params)
/* SurvivorEscapeLadderAmbush::Update(SurvivorBot*, float) */
SurvivorEscapeLadderAmbush * __thiscall
SurvivorEscapeLadderAmbush::Update
(SurvivorEscapeLadderAmbush *this,SurvivorBot *param_1,float param_2)
{
char cVar1;
(**(code **)(*(int *)param_2 + 0x978))(param_2,0xbf800000);
(**(code **)(*(int *)param_2 + 0x960))(param_2,0xbf800000);
cVar1 = CBasePlayer::IsOnLadder((CBasePlayer *)param_2);
if (cVar1 != '\0') {
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(char **)(this + 8) = "I\'m off of the ladder";
return this;
}
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.