L L4D2node

CPluginBotManager::GetBotController

0x007c4830 · 96 bytes · __thiscall

_ZN17CPluginBotManager16GetBotControllerEP7edict_t

Decompiled

undefined (2 params)

/* CPluginBotManager::GetBotController(edict_t*) */

int * __thiscall CPluginBotManager::GetBotController(CPluginBotManager *this,edict_t *param_1)

{
  char cVar1;
  int *piVar2;
  
  if ((((param_1 != (edict_t *)0x0) ||
       ((param_1 = *(edict_t **)(gpGlobals + 0x58), param_1 != (edict_t *)0x0 &&
        (((byte)*param_1 & 2) == 0)))) && (piVar2 = *(int **)(param_1 + 0xc), piVar2 != (int *)0x0))
     && (piVar2 = (int *)(**(code **)(*piVar2 + 0x18))(piVar2), piVar2 != (int *)0x0)) {
    cVar1 = (**(code **)(*piVar2 + 0x778))(piVar2);
    if (cVar1 != '\0') {
      return piVar2 + 0x85b;
    }
  }
  return (int *)0x0;
}

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)