NextBotManager::StartAssault
0x00759250 · 140 bytes · __thiscall
_ZN14NextBotManager12StartAssaultEv
Decompiled
undefined (1 param)
/* NextBotManager::StartAssault() */
void __thiscall NextBotManager::StartAssault(NextBotManager *this)
{
int *piVar1;
char cVar2;
uint uVar3;
CBaseEntity *this_00;
int iVar4;
int *piVar5;
uVar3 = (uint)*(ushort *)(this + 0x10);
if (uVar3 != 0xffff) {
iVar4 = *(int *)(this + 4);
do {
while( true ) {
piVar1 = *(int **)(iVar4 + uVar3 * 8);
this_00 = (CBaseEntity *)(**(code **)(*piVar1 + 0xb4))(piVar1);
iVar4 = CBaseEntity::GetTeamNumber(this_00);
if (iVar4 == 3) break;
LAB_00759270:
iVar4 = *(int *)(this + 4);
uVar3 = (uint)*(ushort *)(iVar4 + 6 + uVar3 * 8);
if (uVar3 == 0xffff) {
return;
}
}
piVar5 = (int *)(**(code **)(*piVar1 + 0xb4))(piVar1);
cVar2 = (**(code **)(*piVar5 + 300))(piVar5);
if (cVar2 == '\0') goto LAB_00759270;
(**(code **)(*piVar1 + 0x88))(piVar1);
iVar4 = *(int *)(this + 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.