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 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.