L L4D2node

ZombieBotLocomotion::DescendLadder

0x00a54ef0 · 389 bytes · __thiscall

_ZN19ZombieBotLocomotion13DescendLadderEPK10CNavLadderPK8CNavArea

Decompiled

undefined (3 params)

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

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

{
  CBaseEntity *this_00;
  int *piVar1;
  int *piVar2;
  int iVar3;
  longdouble lVar4;
  float fVar5;
  float local_34;
  float local_30;
  float local_2c;
  uint local_28;
  float local_24;
  uint local_20;
  
  if ((*(CNavLadder **)(this + 0xe8) == param_1) && (this[0xf0] == (ZombieBotLocomotion)0x0)) {
    return;
  }
  *(CNavLadder **)(this + 0xe8) = param_1;
  this[0xf0] = (ZombieBotLocomotion)0x0;
  *(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_30 = *(float *)(iVar3 + 0x44) * fVar5 + *(float *)(iVar3 + 8);
    local_2c = *(float *)(iVar3 + 0x48) * fVar5 + *(float *)(iVar3 + 0xc);
    local_34 = fVar5 * *(float *)(iVar3 + 0x40) + *(float *)(iVar3 + 4);
    piVar2 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
    iVar3 = (**(code **)(*piVar2 + 0xd4))(piVar2);
    local_2c = *(float *)(iVar3 + 8);
    UpdatePosition(this,(Vector *)&local_34);
    iVar3 = *(int *)(this + 0xe8);
    local_20 = *(uint *)(iVar3 + 0x48) ^ 0x80000000;
    local_24 = (float)(*(uint *)(iVar3 + 0x44) ^ 0x80000000);
    local_28 = *(uint *)(iVar3 + 0x40) ^ 0x80000000;
    lVar4 = (longdouble)UTIL_VecToYaw((Vector *)&local_28);
    this_00 = *(CBaseEntity **)(this + 0x78);
    local_24 = (float)lVar4;
    local_28 = *(uint *)(this_00 + 0x3a8);
    local_20 = *(uint *)(this_00 + 0x3b0);
    CBaseEntity::SetLocalAngles(this_00,(QAngle *)&local_28);
    (**(code **)(*piVar1 + 0xd8))(piVar1,0x22,2);
  }
  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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