L L4D2node

nb_rush

0x00759010 · 124 bytes · __cdecl

_ZL7nb_rushRK8CCommand

Decompiled

undefined (1 param)

/* nb_rush(CCommand const&) */

void nb_rush(CCommand *param_1)

{
  char cVar1;
  int iVar2;
  uint uVar3;
  int iVar4;
  int local_28 [6];
  
  local_28[0] = CDirectorTacticalServices::GetRandomSurvivor();
  if (local_28[0] != 0) {
    local_28[1] = 0;
    local_28[2] = 0x461c4000;
    iVar2 = TheNextBots();
    uVar3 = (uint)*(ushort *)(iVar2 + 0x10);
    if (uVar3 != 0xffff) {
      iVar4 = *(int *)(iVar2 + 4);
      do {
        cVar1 = NextBotAttackTheIT::operator()
                          ((NextBotAttackTheIT *)local_28,*(INextBot **)(iVar4 + uVar3 * 8));
        if (cVar1 == '\0') {
          return;
        }
        iVar4 = *(int *)(iVar2 + 4);
        uVar3 = (uint)*(ushort *)(iVar4 + 6 + uVar3 * 8);
      } while (uVar3 != 0xffff);
    }
  }
  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)