INextBot::IsSelf
0x00753860 · 98 bytes · __thiscall
_ZNK8INextBot6IsSelfEPK20CBaseCombatCharacter
Decompiled
undefined (2 params)
/* INextBot::IsSelf(CBaseCombatCharacter const*) const */
undefined4 __thiscall INextBot::IsSelf(INextBot *this,CBaseCombatCharacter *param_1)
{
int iVar1;
int iVar2;
if (param_1 != (CBaseCombatCharacter *)0x0) {
iVar1 = (**(code **)(*(int *)this + 0xb4))(this);
if (*(int *)(iVar1 + 0x30) == 0) {
iVar2 = *(int *)(param_1 + 0x30);
iVar1 = 0;
}
else {
iVar2 = *(int *)(param_1 + 0x30);
iVar1 = *(int *)(iVar1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
if (iVar2 == 0) {
iVar2 = 0;
}
else {
iVar2 = iVar2 - *(int *)(gpGlobals + 0x58) >> 4;
}
return CONCAT31((int3)((uint)iVar2 >> 8),iVar1 == iVar2);
}
return 0;
}
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.