NextBotManager::NotifyBeginUpdate
0x0075a0d0 · 154 bytes · __thiscall
_ZN14NextBotManager17NotifyBeginUpdateEP8INextBot
Decompiled
undefined (2 params)
/* NextBotManager::NotifyBeginUpdate(INextBot*) */
void __thiscall NextBotManager::NotifyBeginUpdate(NextBotManager *this,INextBot *param_1)
{
int iVar1;
ushort uVar2;
ushort uVar3;
longdouble lVar4;
if (*(int *)(nb_update_debug._28_4_ + 0x30) != 0) {
g_nRun = g_nRun + 1;
}
CUtlLinkedList<INextBot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<INextBot*,unsigned_short>,unsigned_short>>
::Unlink((CUtlLinkedList<INextBot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<INextBot*,unsigned_short>,unsigned_short>>
*)(this + 4),*(ushort *)(param_1 + 8));
uVar2 = *(ushort *)(param_1 + 8);
CUtlLinkedList<INextBot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<INextBot*,unsigned_short>,unsigned_short>>
::Unlink((CUtlLinkedList<INextBot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<INextBot*,unsigned_short>,unsigned_short>>
*)(this + 4),uVar2);
iVar1 = *(int *)(this + 4) + (uint)uVar2 * 8;
*(undefined2 *)(iVar1 + 6) = 0xffff;
uVar3 = *(ushort *)(this + 0x12);
*(ushort *)(iVar1 + 4) = uVar3;
*(ushort *)(this + 0x12) = uVar2;
if (uVar3 == 0xffff) {
*(ushort *)(this + 0x10) = uVar2;
}
else {
*(ushort *)(*(int *)(this + 4) + 6 + (uint)uVar3 * 8) = uVar2;
}
*(short *)(this + 0x16) = *(short *)(this + 0x16) + 1;
*(undefined4 *)(param_1 + 0x10) = *(undefined4 *)(gpGlobals + 0x18);
lVar4 = (longdouble)Plat_FloatTime();
*(double *)(this + 0x24) = (double)lVar4;
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.