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 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.