NextBotManager::OnCharacterVomitedUpon
0x007590a0 · 279 bytes · __thiscall
_ZN14NextBotManager22OnCharacterVomitedUponEP20CBaseCombatCharacter
Decompiled
undefined (2 params)
/* NextBotManager::OnCharacterVomitedUpon(CBaseCombatCharacter*) */
void __thiscall
NextBotManager::OnCharacterVomitedUpon(NextBotManager *this,CBaseCombatCharacter *param_1)
{
char cVar1;
uint uVar2;
int iVar3;
int iVar4;
longdouble lVar5;
CBaseCombatCharacter *local_28;
int local_24;
undefined4 local_20;
iVar3 = 0;
if (param_1 != (CBaseCombatCharacter *)0x0) {
local_28 = param_1;
uVar2 = (uint)*(ushort *)(this + 0x10);
local_24 = 0;
local_20 = *(undefined4 *)(ZombieNoticeItRange._28_4_ + 0x2c);
if (uVar2 != 0xffff) {
iVar4 = *(int *)(this + 4);
do {
cVar1 = NextBotAttackTheIT::operator()
((NextBotAttackTheIT *)&local_28,*(INextBot **)(iVar4 + uVar2 * 8));
iVar3 = local_24;
if (cVar1 == '\0') break;
iVar4 = *(int *)(this + 4);
uVar2 = (uint)*(ushort *)(iVar4 + 6 + uVar2 * 8);
} while (uVar2 != 0xffff);
}
}
lVar5 = (longdouble)
CDirector::GetScriptValue
(TheDirector,"MobMaxSize",
*(float *)(DirectorPrivate_DirectorMobMaxSize._28_4_ + 0x2c));
iVar4 = (int)lVar5;
if ((**(int **)(TheDirector + 0x638) - 2U < 3) || (**(char **)(TheDirector + 0x648) != '\0')) {
iVar4 = CDirector::GetScriptValue(TheDirector,"BileMobSize",iVar4);
}
UTIL_LogPrintf("(MOB) %d wanderers grabbed for an IT mob of desired size %d.\n",iVar3,iVar4);
if (iVar3 < iVar4) {
ZombieManager::SpawnITMob(TheZombieManager,iVar4 - iVar3);
}
CDirector::OnMobRushStart(TheDirector);
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.