DirectChasePath::NotifyVictim
0x0075e8a0 · 59 bytes · __thiscall
_ZN15DirectChasePath12NotifyVictimEP8INextBotP11CBaseEntity
Decompiled
undefined (3 params)
/* DirectChasePath::NotifyVictim(INextBot*, CBaseEntity*) */
void __thiscall
DirectChasePath::NotifyVictim(DirectChasePath *this,INextBot *param_1,CBaseEntity *param_2)
{
int *piVar1;
if (param_2 != (CBaseEntity *)0x0) {
piVar1 = (int *)(**(code **)(*(int *)param_2 + 0x144))(param_2);
if (piVar1 != (int *)0x0) {
/* WARNING: Could not recover jumptable at 0x0075e8d3. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar1 + 0x554))();
return;
}
}
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.