PlayerBody::PlayerBody
0x0076ba90 · 115 bytes · __thiscall
_ZN10PlayerBodyC2EP8INextBot
Decompiled
undefined (2 params)
/* PlayerBody::PlayerBody(INextBot*) */
void __thiscall PlayerBody::PlayerBody(PlayerBody *this,INextBot *param_1)
{
undefined4 uVar1;
INextBotComponent::INextBotComponent((INextBotComponent *)this,param_1);
*(undefined ***)this = &PTR__PlayerBody_00caad48;
*(undefined4 *)(this + 0x5c) = 0xffffffff;
*(undefined ***)(this + 100) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x68) = 0;
*(undefined4 *)(this + 0x6c) = 0xbf800000;
*(undefined ***)(this + 0x70) = &PTR_NetworkStateChanged_00c23e10;
*(undefined4 *)(this + 0x74) = 0xbf800000;
*(undefined ***)(this + 0x8c) = &PTR_NetworkStateChanged_00c23e10;
*(undefined4 *)(this + 0x90) = 0xbf800000;
/* try { // try from 0076baf3 to 0076baf8 has its CatchHandler @ 0076bb03 */
uVar1 = (**(code **)(*(int *)param_1 + 0xb4))(param_1);
*(undefined4 *)(this + 0x14) = uVar1;
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.