NextBotManager::RushVictim
0x007591c0 · 122 bytes · __thiscall
_ZN14NextBotManager10RushVictimEP13CTerrorPlayerf
Decompiled
undefined (3 params)
/* NextBotManager::RushVictim(CTerrorPlayer*, float) */
void __thiscall
NextBotManager::RushVictim(NextBotManager *this,CTerrorPlayer *param_1,float param_2)
{
char cVar1;
uint uVar2;
int iVar3;
CTerrorPlayer *local_28;
undefined4 local_24;
float local_20;
if (param_2 == 0.0) {
param_2 = *(float *)(ZombieNoticeItRange._28_4_ + 0x2c);
}
local_24 = 0;
local_28 = param_1;
uVar2 = (uint)*(ushort *)(this + 0x10);
if (uVar2 != 0xffff) {
iVar3 = *(int *)(this + 4);
local_20 = param_2;
do {
cVar1 = NextBotAttackTheIT::operator()
((NextBotAttackTheIT *)&local_28,*(INextBot **)(iVar3 + uVar2 * 8));
if (cVar1 == '\0') {
return;
}
iVar3 = *(int *)(this + 4);
uVar2 = (uint)*(ushort *)(iVar3 + 6 + uVar2 * 8);
} while (uVar2 != 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.