NextBotManager::Reset
0x00758ca0 · 105 bytes · __thiscall
_ZN14NextBotManager5ResetEv
Decompiled
undefined (1 param)
/* NextBotManager::Reset() */
void __thiscall NextBotManager::Reset(NextBotManager *this)
{
int iVar1;
int *piVar2;
char cVar3;
undefined4 *puVar4;
CBaseEntity *pCVar5;
uint uVar6;
uVar6 = (uint)*(ushort *)(this + 0x10);
while (uVar6 != 0xffff) {
while( true ) {
iVar1 = uVar6 * 8;
puVar4 = (undefined4 *)(*(int *)(this + 4) + iVar1);
uVar6 = (uint)*(ushort *)((int)puVar4 + 6);
piVar2 = (int *)*puVar4;
cVar3 = (**(code **)(*piVar2 + 0xb0))(piVar2);
if (cVar3 == '\0') break;
piVar2 = *(int **)(*(int *)(this + 4) + iVar1);
pCVar5 = (CBaseEntity *)(**(code **)(*piVar2 + 0xb4))(piVar2);
UTIL_Remove(pCVar5);
if (uVar6 == 0xffff) goto LAB_00758cfa;
}
}
LAB_00758cfa:
*(undefined4 *)(this + 0x4c) = 0;
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.