L L4D2node

NextBotManager::DebugFilterAdd

0x0075a1c0 · 87 bytes · __thiscall

_ZN14NextBotManager14DebugFilterAddEi

Decompiled

undefined (2 params)

/* NextBotManager::DebugFilterAdd(int) */

void __thiscall NextBotManager::DebugFilterAdd(NextBotManager *this,int param_1)

{
  int in_GS_OFFSET;
  int local_94;
  undefined1 local_90;
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  local_90 = 0;
  local_94 = param_1;
  CUtlVector<NextBotManager::DebugFilter,CUtlMemory<NextBotManager::DebugFilter,int>>::InsertBefore
            ((CUtlVector<NextBotManager::DebugFilter,CUtlMemory<NextBotManager::DebugFilter,int>> *)
             (this + 0x38),*(int *)(this + 0x44),(DebugFilter *)&local_94);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)