NextBotCombatCharacter::Spawn
0x00752a70 · 338 bytes · __thiscall
_ZN22NextBotCombatCharacter5SpawnEv
Decompiled
undefined (1 param)
/* NextBotCombatCharacter::Spawn() */
void __thiscall NextBotCombatCharacter::Spawn(NextBotCombatCharacter *this)
{
int iVar1;
int *piVar2;
undefined1 local_14 [8];
CBaseCombatCharacter::Spawn((CBaseCombatCharacter *)this);
(**(code **)(*(int *)(this + 0x1a3c) + 0xa4))(this + 0x1a3c);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 0x10));
CBaseEntity::SetMoveType((CBaseEntity *)this,0xb,0);
CBaseEntity::SetCollisionGroup((CBaseEntity *)this,5);
iVar1 = *(int *)(this + 0x100);
if (iVar1 != *(int *)(this + 0xfc)) {
(**(code **)(*(int *)this + 0x20c))(this,this + 0xfc);
*(int *)(this + 0xfc) = iVar1;
}
if (this[0x105] != (NextBotCombatCharacter)0x2) {
(**(code **)(*(int *)this + 0x224))(this,this + 0x105);
this[0x105] = (NextBotCombatCharacter)0x2;
}
piVar2 = mdlcache;
(**(code **)(*mdlcache + 0x68))(mdlcache);
/* try { // try from 00752b50 to 00752ba7 has its CatchHandler @ 00752bc2 */
(**(code **)(*(int *)this + 0x374))(this);
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)DoThink);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
*(undefined4 *)(this + 0x1c6c) = 0xffffffff;
/* WARNING: Could not recover jumptable at 0x00752bc0. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar2 + 0x6c))();
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.