L L4D2node

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 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)