L L4D2node

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 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)