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 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.