L L4D2node

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 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)