IIntention::ShouldHurry
0x003e3580 · 123 bytes · __thiscall
_ZNK10IIntention11ShouldHurryEPK8INextBot
Decompiled
undefined (2 params)
/* IIntention::ShouldHurry(INextBot const*) const */
int __thiscall IIntention::ShouldHurry(IIntention *this,INextBot *param_1)
{
int iVar1;
int *piVar2;
int iVar3;
iVar1 = (**(code **)(*(int *)this + 8))(this);
while( true ) {
if (iVar1 == 0) {
return 2;
}
piVar2 = (int *)__dynamic_cast(iVar1,&INextBotEventResponder::typeinfo,
&IContextualQuery::typeinfo,0xfffffffe);
if ((piVar2 != (int *)0x0) && (iVar3 = (**(code **)(*piVar2 + 0xc))(piVar2,param_1), iVar3 != 2)
) break;
iVar1 = (**(code **)(*(int *)this + 0xc))(this,iVar1);
}
return iVar3;
}
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.