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 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.