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 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.