INextBotComponent::INextBotComponent
0x007533a0 · 63 bytes · __thiscall
_ZN17INextBotComponentC1EP8INextBot
Decompiled
undefined (2 params)
/* INextBotComponent::INextBotComponent(INextBot*) */
void __thiscall INextBotComponent::INextBotComponent(INextBotComponent *this,INextBot *param_1)
{
undefined4 uVar1;
*(undefined ***)this = &PTR__INextBotComponent_00bfa668;
uVar1 = *(undefined4 *)(gpGlobals + 0x1c);
*(undefined4 *)(this + 4) = 0;
*(INextBot **)(this + 0xc) = param_1;
*(undefined4 *)(this + 8) = uVar1;
/* try { // try from 007533d4 to 007533d8 has its CatchHandler @ 007533df */
INextBot::RegisterComponent(param_1,this);
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.