ILocomotion::ILocomotion
0x007570c0 · 127 bytes · __thiscall
_ZN11ILocomotionC2EP8INextBot
Decompiled
undefined (2 params)
/* ILocomotion::ILocomotion(INextBot*) */
void __thiscall ILocomotion::ILocomotion(ILocomotion *this,INextBot *param_1)
{
undefined4 uVar1;
INextBotComponent::INextBotComponent((INextBotComponent *)this,param_1);
*(undefined ***)this = &PTR__ILocomotion_00ca96e8;
*(undefined ***)(this + 0x38) = &PTR_NetworkStateChanged_00c23e10;
*(undefined4 *)(this + 0x3c) = 0xbf800000;
*(undefined4 *)(this + 0x48) = 0xbf800000;
*(undefined4 *)(this + 0x5c) = 0xbf800000;
uVar1 = vec3_origin;
*(undefined ***)(this + 0x40) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x60) = uVar1;
uVar1 = DAT_01053d4c;
*(undefined4 *)(this + 0x44) = 0;
*(undefined4 *)(this + 100) = uVar1;
uVar1 = DAT_01053d50;
*(undefined ***)(this + 0x58) = &PTR_NetworkStateChanged_00c23e10;
*(undefined4 *)(this + 0x68) = uVar1;
return;
}
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.