L L4D2node

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 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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)