NextBotManager::ForEachCombatCharacter<InfectedGroundCollector>
0x00501d00 · 280 bytes · __thiscall
_ZN14NextBotManager22ForEachCombatCharacterI23InfectedGroundCollectorEEbRT_
Decompiled
bool (2 params)
/* bool NextBotManager::ForEachCombatCharacter<InfectedGroundCollector>(InfectedGroundCollector&) */
bool __thiscall
NextBotManager::ForEachCombatCharacter<InfectedGroundCollector>
(NextBotManager *this,InfectedGroundCollector *param_1)
{
uint uVar1;
int *piVar2;
int iVar3;
Infected *local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
uVar1 = (uint)*(ushort *)(this + 0x10);
if (uVar1 != 0xffff) {
iVar3 = *(int *)(this + 4);
do {
piVar2 = *(int **)(iVar3 + uVar1 * 8);
piVar2 = (int *)(**(code **)(*piVar2 + 0xb4))(piVar2);
if (piVar2 != (int *)0x0) {
local_38 = (Infected *)(**(code **)(*piVar2 + 0x14c))(piVar2);
if ((local_38 != (Infected *)0x0) && (((byte)local_38[0x14c] & 1) == 0)) {
CCollisionProperty::CollisionAABBToWorldAABB
((CCollisionProperty *)(local_38 + 0x194),(Vector *)(local_38 + 0x19c),
(Vector *)(local_38 + 0x1a8),(Vector *)&local_34,(Vector *)&local_28);
if (((*(float *)param_1 <= local_28) &&
(((local_34 <= *(float *)(param_1 + 0xc) && (*(float *)(param_1 + 4) <= local_24)) &&
(local_30 <= *(float *)(param_1 + 0x10))))) &&
((*(float *)(param_1 + 8) <= local_20 && (local_2c <= *(float *)(param_1 + 0x14))))) {
CUtlVector<Infected*,CUtlMemory<Infected*,int>>::InsertBefore
((CUtlVector<Infected*,CUtlMemory<Infected*,int>> *)(param_1 + 0x18),
*(int *)(param_1 + 0x24),&local_38);
}
}
}
iVar3 = *(int *)(this + 4);
uVar1 = (uint)*(ushort *)(iVar3 + 6 + uVar1 * 8);
} while (uVar1 != 0xffff);
}
return true;
}
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.