L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)