L L4D2node

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 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)