INextBot::IsDebugging
0x00754390 · 46 bytes · __thiscall
_ZNK8INextBot11IsDebuggingEj
Decompiled
undefined (2 params)
/* INextBot::IsDebugging(unsigned int) const */
undefined4 __thiscall INextBot::IsDebugging(INextBot *this,uint param_1)
{
int iVar1;
NextBotManager *this_00;
undefined4 uVar2;
iVar1 = TheNextBots();
if ((*(uint *)(iVar1 + 0x34) & param_1) != 0) {
this_00 = (NextBotManager *)TheNextBots();
uVar2 = NextBotManager::IsDebugFilterMatch(this_00,this);
return uVar2;
}
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.