L L4D2node

NextBotManager::OnSound

0x00758570 · 380 bytes · __thiscall

_ZN14NextBotManager7OnSoundEP11CBaseEntityRK6VectorP9KeyValues

Decompiled

undefined (4 params)

/* NextBotManager::OnSound(CBaseEntity*, Vector const&, KeyValues*) */

void __thiscall
NextBotManager::OnSound
          (NextBotManager *this,CBaseEntity *param_1,Vector *param_2,KeyValues *param_3)

{
  int *piVar1;
  code *pcVar2;
  char cVar3;
  int iVar4;
  uint uVar5;
  int *piVar6;
  undefined4 uVar7;
  int iVar8;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  iVar4 = TheNextBots();
  uVar5 = (uint)*(ushort *)(iVar4 + 0x10);
  if (uVar5 != 0xffff) {
    iVar8 = *(int *)(iVar4 + 4);
    do {
      while( true ) {
        piVar1 = *(int **)(iVar8 + uVar5 * 8);
        piVar6 = (int *)(**(code **)(*piVar1 + 0xb4))(piVar1);
        cVar3 = (**(code **)(*piVar6 + 300))(piVar6);
        if (cVar3 != '\0') break;
LAB_00758598:
        iVar8 = *(int *)(iVar4 + 4);
        uVar5 = (uint)*(ushort *)(iVar8 + 6 + uVar5 * 8);
        if (uVar5 == 0xffff) goto LAB_00758630;
      }
      pcVar2 = *(code **)(*piVar1 + 0xe0);
      uVar7 = (**(code **)(*(int *)param_1 + 0x144))(param_1);
      cVar3 = (*pcVar2)(piVar1,uVar7);
      if (cVar3 != '\0') goto LAB_00758598;
      (**(code **)(*piVar1 + 0x5c))(piVar1,param_1,param_2,param_3);
      iVar8 = *(int *)(iVar4 + 4);
      uVar5 = (uint)*(ushort *)(iVar8 + 6 + uVar5 * 8);
    } while (uVar5 != 0xffff);
  }
LAB_00758630:
  if ((param_1 != (CBaseEntity *)0x0) && (((byte)this[0x34] & 0x40) != 0)) {
    iVar4 = CBaseEntity::GetTeamNumber(param_1);
    iVar8 = 0xff;
    if (iVar4 == 2) {
      iVar4 = 0;
    }
    else {
      if (iVar4 == 3) {
        iVar8 = 0;
      }
      iVar4 = 0xff;
    }
    local_34 = 0;
    local_30 = 0xbf800000;
    local_2c = 0;
    local_28 = 0x3f800000;
    local_24 = 0;
    local_20 = 0;
    NDebugOverlay::Circle
              (param_2,(Vector *)&local_28,(Vector *)&local_34,5.0,iVar4,iVar8,0,0xff,true,3.0);
  }
  return;
}

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)