CTerrorPlayer::OnLadderDismount
0x009a9260 · 140 bytes · __thiscall
_ZN13CTerrorPlayer16OnLadderDismountEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::OnLadderDismount() */
void __thiscall CTerrorPlayer::OnLadderDismount(CTerrorPlayer *this)
{
code *pcVar1;
char cVar2;
int iVar3;
int *piVar4;
undefined4 uVar5;
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
cVar2 = IsASurvivorTeam(iVar3);
if (cVar2 != '\0') {
iVar3 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
if (iVar3 != 0) {
piVar4 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
(**(code **)(*piVar4 + 0x424))(piVar4);
cVar2 = (**(code **)(*(int *)this + 0x7e8))(this);
if (cVar2 != '\0') {
cVar2 = CCSPlayer::HasSecondaryWeapon((CCSPlayer *)this);
if (cVar2 != '\0') {
pcVar1 = *(code **)(*(int *)this + 0x474);
uVar5 = (**(code **)(*(int *)this + 0x484))(this,1);
(*pcVar1)(this,uVar5,0);
}
}
}
}
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.