PressJumpButtonReply::OnSuccess
0x0076a120 · 80 bytes · __thiscall
_ZN20PressJumpButtonReply9OnSuccessEP8INextBot
Decompiled
undefined (2 params)
/* PressJumpButtonReply::OnSuccess(INextBot*) */
void __thiscall PressJumpButtonReply::OnSuccess(PressJumpButtonReply *this,INextBot *param_1)
{
int iVar1;
int *piVar2;
iVar1 = (**(code **)(*(int *)param_1 + 0xb4))(param_1);
if (iVar1 != 0) {
piVar2 = (int *)__dynamic_cast(iVar1,&CBaseCombatCharacter::typeinfo,
&INextBotPlayerInput::typeinfo,0xfffffffe);
if (piVar2 != (int *)0x0) {
/* WARNING: Could not recover jumptable at 0x0076a16c. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar2 + 0x40))();
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.