NextBotCombatCharacter::UseEntity
0x00752880 · 112 bytes · __thiscall
_ZN22NextBotCombatCharacter9UseEntityEP11CBaseEntity8USE_TYPE
Decompiled
undefined (3 params)
/* NextBotCombatCharacter::UseEntity(CBaseEntity*, USE_TYPE) */
void __thiscall
NextBotCombatCharacter::UseEntity(NextBotCombatCharacter *this,int *param_1,undefined4 param_3)
{
char cVar1;
undefined4 local_20 [3];
undefined4 local_14;
undefined4 local_10;
cVar1 = (**(code **)(*(int *)this + 0x568))(this,param_1,0);
if (cVar1 != '\0') {
local_20[0] = 0;
local_14 = 0xffffffff;
local_10 = 0;
(**(code **)(*param_1 + 0xb4))(param_1,"Use",this,this,local_20,param_3);
}
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.