TerrorNavArea::ScriptConnectToLadder
0x00973050 · 93 bytes · __thiscall
_ZN13TerrorNavArea21ScriptConnectToLadderEP9HSCRIPT__
Decompiled
undefined (2 params)
/* TerrorNavArea::ScriptConnectToLadder(HSCRIPT__*) */
void __thiscall TerrorNavArea::ScriptConnectToLadder(TerrorNavArea *this,HSCRIPT__ *param_1)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
CNavLadder *pCVar3;
if (param_1 + -1 < (HSCRIPT__ *)0xfffffffe) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<CNavLadder>((CNavLadder *)0x0);
pCVar3 = (CNavLadder *)(*pcVar1)(g_pScriptVM,param_1,pSVar2);
if (pCVar3 != (CNavLadder *)0x0) {
CNavArea::ConnectTo((CNavArea *)this,pCVar3);
return;
}
}
return;
}
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.