NextBotCombatCharacter::NextBotCombatCharacter
0x00752820 · 73 bytes · __thiscall
_ZN22NextBotCombatCharacterC1Ev
Decompiled
undefined (1 param)
/* NextBotCombatCharacter::NextBotCombatCharacter() */
void __thiscall NextBotCombatCharacter::NextBotCombatCharacter(NextBotCombatCharacter *this)
{
CBaseCombatCharacter::CBaseCombatCharacter((CBaseCombatCharacter *)this);
/* try { // try from 0075283c to 00752840 has its CatchHandler @ 00752869 */
INextBot::INextBot((INextBot *)(this + 0x1a3c));
*(undefined ***)this = &PTR__NextBotCombatCharacter_00ca8b48;
*(undefined ***)(this + 0x1a3c) = &PTR__NextBotCombatCharacter_00ca90c8;
*(undefined4 *)(this + 0x1c6c) = 0xffffffff;
this[0x1c70] = (NextBotCombatCharacter)0x0;
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.