nb_assault
0x007587f0 · 139 bytes · __cdecl
_ZL10nb_assaultRK8CCommand
Decompiled
undefined (1 param)
/* nb_assault(CCommand const&) */
void nb_assault(CCommand *param_1)
{
int *piVar1;
char cVar2;
int iVar3;
CBaseEntity *this;
int iVar4;
int *piVar5;
uint uVar6;
cVar2 = UTIL_IsCommandIssuedByServerAdmin();
if (cVar2 != '\0') {
iVar3 = TheNextBots();
uVar6 = (uint)*(ushort *)(iVar3 + 0x10);
if (uVar6 != 0xffff) {
iVar4 = *(int *)(iVar3 + 4);
do {
piVar1 = *(int **)(iVar4 + uVar6 * 8);
this = (CBaseEntity *)(**(code **)(*piVar1 + 0xb4))(piVar1);
iVar4 = CBaseEntity::GetTeamNumber(this);
if (iVar4 == 3) {
piVar5 = (int *)(**(code **)(*piVar1 + 0xb4))(piVar1);
cVar2 = (**(code **)(*piVar5 + 300))(piVar5);
if (cVar2 != '\0') {
(**(code **)(*piVar1 + 0x88))(piVar1);
}
}
iVar4 = *(int *)(iVar3 + 4);
uVar6 = (uint)*(ushort *)(iVar4 + 6 + uVar6 * 8);
} while (uVar6 != 0xffff);
}
}
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.