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 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.