L L4D2node

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 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)