L L4D2node

NextBotDestroyer::operator()

0x00752580 · 211 bytes · __thiscall

_ZN16NextBotDestroyerclEP8INextBot

Decompiled

undefined (2 params)

/* NextBotDestroyer::TEMPNAMEPLACEHOLDERVALUE(INextBot*) */

undefined4 __thiscall NextBotDestroyer::operator()(NextBotDestroyer *this,INextBot *param_1)

{
  code *pcVar1;
  char cVar2;
  CBaseEntity *pCVar3;
  int iVar4;
  int *piVar5;
  undefined4 uVar6;
  
  if (*(int *)this != -1) {
    pCVar3 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0xb4))(param_1);
    iVar4 = CBaseEntity::GetTeamNumber(pCVar3);
    if (iVar4 != *(int *)this) {
      return 1;
    }
  }
  piVar5 = (int *)(**(code **)(*(int *)param_1 + 0xb4))(param_1);
  cVar2 = (**(code **)(*piVar5 + 0x16c))(piVar5);
  if (cVar2 == '\0') {
    pCVar3 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0xb4))(param_1);
    UTIL_Remove(pCVar3);
    return 1;
  }
  piVar5 = (int *)(**(code **)(*(int *)param_1 + 0xb4))(param_1);
  if (piVar5 != (int *)0x0) {
    cVar2 = (**(code **)(*piVar5 + 0x16c))(piVar5);
    if (cVar2 != '\0') goto LAB_007525fc;
  }
  piVar5 = (int *)0x0;
LAB_007525fc:
  pcVar1 = *(code **)(*engine + 0x94);
  uVar6 = (**(code **)(*piVar5 + 0xb8))(piVar5);
  uVar6 = UTIL_VarArgs("kick \"%s\"\n",uVar6);
  (*pcVar1)(engine,uVar6);
  return 1;
}

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)