L L4D2node

CTerrorPlayer::OnLadderMount

0x009af730 · 121 bytes · __thiscall

_ZN13CTerrorPlayer13OnLadderMountEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::OnLadderMount() */

void __thiscall CTerrorPlayer::OnLadderMount(CTerrorPlayer *this)

{
  char cVar1;
  int iVar2;
  int *piVar3;
  
  StopTrackedSound(this,"Player.Fall");
  CBasePlayer::ClearUseEntity((CBasePlayer *)this);
  SetPushEntity(this,(CBaseEntity *)0x0);
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  cVar1 = IsASurvivorTeam(iVar2);
  if (cVar1 != '\0') {
    iVar2 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
    if (iVar2 != 0) {
      piVar3 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
      (**(code **)(*piVar3 + 0x428))(piVar3,0);
      return;
    }
  }
  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)