INextBot::IsDebugFilterMatch
0x00753ef0 · 153 bytes · __thiscall
_ZNK8INextBot18IsDebugFilterMatchEPKc
Decompiled
undefined (2 params)
/* INextBot::IsDebugFilterMatch(char const*) const */
undefined4 __thiscall INextBot::IsDebugFilterMatch(INextBot *this,char *param_1)
{
int iVar1;
char *pcVar2;
CBaseEntity *this_00;
int *piVar3;
iVar1 = _V_strlen(param_1);
pcVar2 = (char *)(**(code **)(*(int *)this + 0x13c))(this);
iVar1 = V_strnicmp(param_1,pcVar2,iVar1);
if (iVar1 == 0) {
return 1;
}
this_00 = (CBaseEntity *)(**(code **)(*(int *)this + 0xb4))(this);
piVar3 = (int *)CBaseEntity::GetTeam(this_00);
if (piVar3 != (int *)0x0) {
iVar1 = _V_strlen(param_1);
pcVar2 = (char *)(**(code **)(*piVar3 + 0x32c))(piVar3);
iVar1 = V_strnicmp(param_1,pcVar2,iVar1);
if (iVar1 == 0) {
return 1;
}
}
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.