CBaseEntity::CacheBotQueryResult
0x0060d300 · 92 bytes · __thiscall
_ZN11CBaseEntity19CacheBotQueryResultEiib
Decompiled
undefined (4 params)
/* CBaseEntity::CacheBotQueryResult(int, int, bool) */
void __thiscall
CBaseEntity::CacheBotQueryResult(CBaseEntity *this,int param_1,int param_2,bool param_3)
{
uint uVar1;
if (*(int *)(this + 0x404) == param_1) {
uVar1 = *(uint *)(this + 0x400);
}
else {
*(int *)(this + 0x404) = param_1;
uVar1 = 0;
*(undefined4 *)(this + 0x400) = 0;
}
if (!param_3) {
*(uint *)(this + 0x400) = param_2 | uVar1;
*(uint *)(this + 0x3fc) = *(uint *)(this + 0x3fc) & ~param_2;
return;
}
*(uint *)(this + 0x3fc) = *(uint *)(this + 0x3fc) | param_2;
*(uint *)(this + 0x400) = param_2 | uVar1;
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.