NextBotManager::DebugFilterRemove
0x0075a3f0 · 153 bytes · __thiscall
_ZN14NextBotManager17DebugFilterRemoveEPKc
Decompiled
undefined (2 params)
/* NextBotManager::DebugFilterRemove(char const*) */
void __thiscall NextBotManager::DebugFilterRemove(NextBotManager *this,char *param_1)
{
uint uVar1;
int iVar2;
int iVar3;
int iVar4;
if (0 < *(int *)(this + 0x44)) {
iVar3 = 0;
iVar4 = 0;
do {
if (*(char *)(*(int *)(this + 0x38) + 4 + iVar3) != '\0') {
uVar1 = _V_strlen(param_1);
iVar2 = 0x80;
if (uVar1 < 0x80) {
iVar2 = _V_strlen(param_1);
}
iVar2 = V_strnicmp(param_1,(char *)(*(int *)(this + 0x38) + iVar3 + 4),iVar2);
if (iVar2 == 0) {
CUtlVector<NextBotManager::DebugFilter,CUtlMemory<NextBotManager::DebugFilter,int>>::
ShiftElementsLeft((CUtlVector<NextBotManager::DebugFilter,CUtlMemory<NextBotManager::DebugFilter,int>>
*)(this + 0x38),iVar4,1);
*(int *)(this + 0x44) = *(int *)(this + 0x44) + -1;
return;
}
}
iVar4 = iVar4 + 1;
iVar3 = iVar3 + 0x84;
} while (iVar4 < *(int *)(this + 0x44));
}
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.