L L4D2node

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 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)