L L4D2node

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 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)