INextBot::GetDebugIdentifier
0x00753db0 · 116 bytes · __thiscall
_ZNK8INextBot18GetDebugIdentifierEv
Decompiled
undefined (1 param)
/* INextBot::GetDebugIdentifier() const */
undefined1 * __thiscall INextBot::GetDebugIdentifier(INextBot *this)
{
int iVar1;
int iVar2;
undefined1 *puVar3;
iVar1 = (**(code **)(*(int *)this + 0xb4))(this);
if (*(int *)(iVar1 + 0x30) == 0) {
iVar1 = 0;
}
else {
iVar1 = *(int *)(iVar1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
iVar2 = (**(code **)(*(int *)this + 0xb4))(this);
puVar3 = &DAT_00d539c2;
if (*(undefined1 **)(iVar2 + 0x7c) != (undefined1 *)0x0) {
puVar3 = *(undefined1 **)(iVar2 + 0x7c);
}
V_snprintf(GetDebugIdentifier()::name,0x100,"%s(#%d)",puVar3,iVar1);
return GetDebugIdentifier()::name;
}
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.