L L4D2node

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 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)