INextBot::BeginUpdate
0x00754310 · 60 bytes · __thiscall
_ZN8INextBot11BeginUpdateEv
Decompiled
undefined (1 param)
/* INextBot::BeginUpdate() */
undefined4 __thiscall INextBot::BeginUpdate(INextBot *this)
{
NextBotManager *pNVar1;
undefined4 uVar2;
pNVar1 = (NextBotManager *)TheNextBots();
uVar2 = NextBotManager::ShouldUpdate(pNVar1,this);
if ((char)uVar2 != '\0') {
pNVar1 = (NextBotManager *)TheNextBots();
NextBotManager::NotifyBeginUpdate(pNVar1,this);
}
return uVar2;
}
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.