NextBotManager::AddFlags
0x007592f0 · 97 bytes · __thiscall
_ZN14NextBotManager8AddFlagsEi
Decompiled
undefined (2 params)
/* NextBotManager::AddFlags(int) */
void __thiscall NextBotManager::AddFlags(NextBotManager *this,int param_1)
{
int *piVar1;
int iVar2;
int iVar3;
CBaseEntity *this_00;
uint uVar4;
iVar2 = TheNextBots();
uVar4 = (uint)*(ushort *)(iVar2 + 0x10);
if (uVar4 != 0xffff) {
iVar3 = *(int *)(iVar2 + 4);
do {
piVar1 = *(int **)(iVar3 + uVar4 * 8);
this_00 = (CBaseEntity *)(**(code **)(*piVar1 + 0xb4))(piVar1);
CBaseEntity::AddFlag(this_00,param_1);
iVar3 = *(int *)(iVar2 + 4);
uVar4 = (uint)*(ushort *)(iVar3 + 6 + uVar4 * 8);
} while (uVar4 != 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.