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Lux
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Join Date: Jan 2015
Location: Cat
Old 03-26-2024 , 20:33   Re: [L4D & L4D2]cs_ladders (Counter-Strike Ladders)[19/05/2023]
Reply With Quote #1

Quote:
Originally Posted by Lux View Post
Thanks for trying to fix it guys.
The function "CTerrorPlayer::OnLadderMount" got inlined.

I did the patch to just jump to the OnDismount every time, I would hope it would be more resistant to breaking.

Code:
if ( *((_BYTE *)v5 + 370) == 9 ) Always just jump
  {
    if ( !v21 )
    {
      sub_1030A3C0("Player.Fall");              // CTerrorPlayer::OnLadderMount function inline
      sub_10177560(v5);
      sub_103120E0(0);
      v22 = sub_100535D0(v5);
      if ( (unsigned __int8)sub_1034FF60(v22) )
      {
        if ( sub_100464D0(v5) )
        {
          v23 = sub_100464D0(v5);
          (*(void (__thiscall **)(int, _DWORD))(*(_DWORD *)v23 + 1060))(v23, 0);
        }
      }
    }
  }
  else if ( v21 )to this function
  {
    CTerrorPlayer::OnLadderDismount(v5);
  }
Reverted back to old patch
https://github.com/LuxLuma/L4D-small...9d4db228cca070
as checking the binary it appears to be all fine with that.
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