L L4D2node

ZombieBotLocomotion::ClimbLadder

0x00a54dd0 · 267 bytes · __thiscall

_ZN19ZombieBotLocomotion11ClimbLadderEPK10CNavLadderPK8CNavArea

Decompiled

undefined (3 params)

/* ZombieBotLocomotion::ClimbLadder(CNavLadder const*, CNavArea const*) */

void __thiscall
ZombieBotLocomotion::ClimbLadder(ZombieBotLocomotion *this,CNavLadder *param_1,CNavArea *param_2)

{
  int *piVar1;
  int *piVar2;
  int iVar3;
  longdouble lVar4;
  float fVar5;
  float local_18;
  float local_14;
  float local_10;
  
  if ((*(CNavLadder **)(this + 0xe8) == param_1) && (this[0xf0] != (ZombieBotLocomotion)0x0)) {
    return;
  }
  *(CNavLadder **)(this + 0xe8) = param_1;
  this[0xf0] = (ZombieBotLocomotion)0x1;
  *(CNavArea **)(this + 0xec) = param_2;
  piVar1 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
  piVar1 = (int *)(**(code **)(*piVar1 + 0xc4))(piVar1);
  if (piVar1 != (int *)0x0) {
    lVar4 = (longdouble)(**(code **)(*piVar1 + 0x118))(piVar1);
    iVar3 = *(int *)(this + 0xe8);
    fVar5 = (float)lVar4 * 0.75;
    local_14 = *(float *)(iVar3 + 0x44) * fVar5 + *(float *)(iVar3 + 0x14);
    local_10 = *(float *)(iVar3 + 0x48) * fVar5 + *(float *)(iVar3 + 0x18);
    local_18 = fVar5 * *(float *)(iVar3 + 0x40) + *(float *)(iVar3 + 0x10);
    piVar2 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
    iVar3 = (**(code **)(*piVar2 + 0xd4))(piVar2);
    local_10 = *(float *)(iVar3 + 8);
    UpdatePosition(this,(Vector *)&local_18);
    (**(code **)(*piVar1 + 0xd8))(piVar1,0x21,2);
  }
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)