CPluginBotManager::CreateBot
0x007c46f0 · 153 bytes · __thiscall
_ZN17CPluginBotManager9CreateBotEPKc
Decompiled
undefined (2 params)
/* CPluginBotManager::CreateBot(char const*) */
int __thiscall CPluginBotManager::CreateBot(CPluginBotManager *this,char *param_1)
{
int *piVar1;
int iVar2;
CBaseEntity *this_00;
iVar2 = (**(code **)(*engine + 0xdc))(engine,param_1);
if (iVar2 == 0) {
Msg("Failed to create Bot.\n");
iVar2 = 0;
}
else {
piVar1 = *(int **)(iVar2 + 0xc);
if (piVar1 == (int *)0x0) {
this_00 = (CBaseEntity *)0x0;
}
else {
this_00 = (CBaseEntity *)(**(code **)(*piVar1 + 0x18))(piVar1);
}
CBaseEntity::ClearFlags(this_00);
CBaseEntity::AddFlag(this_00,0x180);
(**(code **)(*(int *)this_00 + 0x194))(this_00,0);
(**(code **)(*(int *)this_00 + 0x5c4))(this_00,1);
(**(code **)(*(int *)this_00 + 100))(this_00);
}
return iVar2;
}
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.