ChasePath::Update
0x003e7110 · 490 bytes · __thiscall
_ZN9ChasePath6UpdateEP8INextBotP11CBaseEntityRK9IPathCostP6Vector
Decompiled
undefined (5 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* ChasePath::Update(INextBot*, CBaseEntity*, IPathCost const&, Vector*) */
void __thiscall
ChasePath::Update(ChasePath *this,INextBot *param_1,CBaseEntity *param_2,IPathCost *param_3,
Vector *param_4)
{
uint *puVar1;
int iVar2;
char cVar3;
int iVar4;
undefined4 local_34;
undefined4 local_30;
undefined4 local_28;
undefined4 local_24;
int local_20;
local_34 = 0;
local_30 = 0;
if (_towlower == 0) {
local_20 = 0;
}
else {
(**(code **)(_towlower + 0x50))
(_towlower,&local_34,0,0,0,0,"/data/src/game/server/nextbot/path/nextbotchasepath.h",
0x68,&Update(INextBot*,CBaseEntity*,IPathCost_const&,Vector*)::tm_fmt,"(%s)%s",
"NextBot","ChasePath::Update");
local_20 = _towlower;
}
iVar2 = _DAT_0105db00;
local_28 = local_34;
local_24 = local_30;
if ((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) {
/* try { // try from 003e728e to 003e72ee has its CatchHandler @ 003e732c */
iVar4 = ThreadGetCurrentId();
if (iVar2 == iVar4) {
if ((char *)*_DAT_0105d15c != "ChasePath::Update") {
_DAT_0105d15c =
(int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xbfa1ef,(char *)0x0,0xca8906);
}
puVar1 = (uint *)(_DAT_0105d1e8 + 4 + _DAT_0105d15c[0x1c] * 8);
*puVar1 = *puVar1 | 4;
CVProfNode::EnterScope();
DAT_0105d158 = '\0';
}
}
/* try { // try from 003e71e3 to 003e71f3 has its CatchHandler @ 003e730b */
RefreshPath(this,param_1,param_2,param_3,param_4);
PathFollower::Update((PathFollower *)this,param_1);
iVar2 = _DAT_0105db00;
if ((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) {
iVar4 = ThreadGetCurrentId();
if (iVar2 == iVar4) {
cVar3 = CVProfNode::ExitScope();
if (cVar3 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
}
if (local_20 != 0) {
(**(code **)(local_20 + 0x54))(local_20,local_28,local_24,0,0,0);
}
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.