INextBot::Update
0x00754780 · 318 bytes · __thiscall
_ZN8INextBot6UpdateEv
Decompiled
undefined (1 param)
/* INextBot::Update() */
void __thiscall INextBot::Update(INextBot *this)
{
code *pcVar1;
char cVar2;
int iVar3;
undefined4 uVar4;
int *piVar5;
int in_GS_OFFSET;
float fVar6;
undefined **local_11c;
undefined1 local_118;
undefined1 local_117;
undefined4 local_14;
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
*(undefined4 *)(this + 0x18) = 0;
cVar2 = IsDebugging(this,0xffff);
if (cVar2 != '\0') {
local_118 = 1;
local_11c = &PTR_InitQuietTruncation_00c08ee8;
local_117 = 0;
local_14 = 0;
pcVar1 = *(code **)(*(int *)this + 0x144);
iVar3 = (**(code **)(*(int *)this + 0xb4))(this);
if (*(int *)(iVar3 + 0x30) == 0) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(iVar3 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
uVar4 = CFmtStrN<256>::sprintf((CFmtStrN<256> *)&local_11c,"#%d",iVar3);
(*pcVar1)(this,uVar4);
}
UpdateImmobileStatus(this);
for (piVar5 = *(int **)(this + 4); piVar5 != (int *)0x0; piVar5 = (int *)piVar5[4]) {
while (iVar3 = gpGlobals, (float)piVar5[1] == 0.0) {
piVar5[1] = *(int *)(gpGlobals + 0xc);
piVar5 = (int *)piVar5[4];
if (piVar5 == (int *)0x0) goto LAB_00754833;
}
fVar6 = *(float *)(gpGlobals + 0xc) - (float)piVar5[1];
if (0.0001 < fVar6) {
piVar5[2] = (int)fVar6;
piVar5[1] = *(int *)(iVar3 + 0xc);
(**(code **)(*piVar5 + 0xa8))(piVar5);
}
}
LAB_00754833:
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.