INextBot::ClearImmobileStatus
0x00753130 · 137 bytes · __thiscall
_ZN8INextBot19ClearImmobileStatusEv
Decompiled
undefined (1 param)
/* INextBot::ClearImmobileStatus() */
void __thiscall INextBot::ClearImmobileStatus(INextBot *this)
{
CBaseEntity *this_00;
if (*(float *)(this + 0x38) != -1.0) {
(**(code **)(*(int *)(this + 0x34) + 4))(this + 0x34,this + 0x38);
*(undefined4 *)(this + 0x38) = 0xbf800000;
}
this_00 = (CBaseEntity *)(**(code **)(*(int *)this + 0xb4))(this);
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
*(undefined4 *)(this + 0x1c) = *(undefined4 *)(this_00 + 0x2e0);
*(undefined4 *)(this + 0x20) = *(undefined4 *)(this_00 + 0x2e4);
*(undefined4 *)(this + 0x24) = *(undefined4 *)(this_00 + 0x2e8);
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.