L L4D2node

CTerrorPlayer::OnLedgeMoved

0x009a9240 · 24 bytes · __thiscall

_ZN13CTerrorPlayer12OnLedgeMovedEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::OnLedgeMoved() */

void __thiscall CTerrorPlayer::OnLedgeMoved(CTerrorPlayer *this)

{
  this[0x3a2c] = (CTerrorPlayer)0x1;
                    /* WARNING: Could not recover jumptable at 0x009a9256. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x924))();
  return;
}

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)