NextBotManager::OnSpokeConcept
0x00758700 · 232 bytes · __thiscall
_ZN14NextBotManager14OnSpokeConceptEP20CBaseCombatCharacter11CAI_ConceptP11AI_Response
Decompiled
undefined (4 params)
/* NextBotManager::OnSpokeConcept(CBaseCombatCharacter*, CAI_Concept, AI_Response*) */
void __thiscall
NextBotManager::OnSpokeConcept
(NextBotManager *this,CBaseEntity *param_1,CAI_Concept *param_3,undefined4 param_4)
{
undefined2 uVar1;
int *piVar2;
char cVar3;
int iVar4;
uint uVar5;
int *piVar6;
undefined4 uVar7;
undefined4 uVar8;
int iVar9;
undefined2 local_24 [2];
undefined4 local_20;
uVar1 = *(undefined2 *)param_3;
uVar7 = *(undefined4 *)(param_3 + 4);
iVar4 = TheNextBots();
uVar5 = (uint)*(ushort *)(iVar4 + 0x10);
if (uVar5 != 0xffff) {
iVar9 = *(int *)(iVar4 + 4);
do {
piVar2 = *(int **)(iVar9 + uVar5 * 8);
piVar6 = (int *)(**(code **)(*piVar2 + 0xb4))(piVar2);
cVar3 = (**(code **)(*piVar6 + 300))(piVar6);
if (cVar3 != '\0') {
local_24[0] = uVar1;
local_20 = uVar7;
(**(code **)(*piVar2 + 0x60))(piVar2,param_1,local_24,param_4);
}
iVar9 = *(int *)(iVar4 + 4);
uVar5 = (uint)*(ushort *)(iVar9 + 6 + uVar5 * 8);
} while (uVar5 != 0xffff);
}
if (((byte)this[0x34] & 0x40) != 0) {
uVar7 = CAI_Concept::GetStringConcept(param_3);
uVar8 = CBaseEntity::GetDebugName(param_1);
DevMsg("%3.2f: OnSpokeConcept( %s, %s )\n",(double)*(float *)(gpGlobals + 0xc),uVar8,uVar7);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.