NextBotManager::UnRegister
0x0075a170 · 78 bytes · __thiscall
_ZN14NextBotManager10UnRegisterEP8INextBot
Decompiled
undefined (2 params)
/* NextBotManager::UnRegister(INextBot*) */
void __thiscall NextBotManager::UnRegister(NextBotManager *this,INextBot *param_1)
{
ushort uVar1;
uVar1 = *(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),uVar1);
*(undefined2 *)(*(int *)(this + 4) + 6 + (uint)uVar1 * 8) = *(undefined2 *)(this + 0x14);
*(ushort *)(this + 0x14) = uVar1;
if (*(INextBot **)(this + 0x4c) != param_1) {
return;
}
*(undefined4 *)(this + 0x4c) = 0;
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.