AttackClosestSurvivor::operator()
0x00875c20 · 313 bytes · __thiscall
_ZN21AttackClosestSurvivorclEP8INextBot
Decompiled
undefined (2 params)
/* AttackClosestSurvivor::TEMPNAMEPLACEHOLDERVALUE(INextBot*) */
undefined4 __thiscall
AttackClosestSurvivor::operator()(AttackClosestSurvivor *this,INextBot *param_1)
{
char cVar1;
CBaseEntity *this_00;
int iVar2;
int *piVar3;
CBaseCombatCharacter *pCVar4;
undefined4 uVar5;
undefined4 *puVar6;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
int *local_1c;
undefined4 local_18;
undefined4 local_14;
undefined1 local_10;
undefined1 local_f;
this_00 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0xb4))(param_1);
iVar2 = CBaseEntity::GetTeamNumber(this_00);
if (iVar2 == 3) {
piVar3 = (int *)(**(code **)(*(int *)param_1 + 0xb4))(param_1);
cVar1 = (**(code **)(*piVar3 + 300))(piVar3);
if (cVar1 == '\0') {
return 1;
}
cVar1 = IsInCommentaryMode();
if (cVar1 != '\0') {
uVar5 = (**(code **)(*(int *)param_1 + 0xb4))(param_1);
piVar3 = (int *)(**(code **)(*(int *)param_1 + 0xb4))(param_1);
puVar6 = (undefined4 *)(**(code **)(*piVar3 + 0x288))(piVar3);
local_28 = *puVar6;
local_24 = puVar6[1];
local_20 = puVar6[2];
local_1c = (int *)0x0;
local_18 = 0x4cbebc20;
local_10 = 1;
local_f = 1;
local_14 = uVar5;
ForEachSurvivorBot<ClosestSurvivorScan>((ClosestSurvivorScan *)&local_28);
piVar3 = local_1c;
if ((local_1c != (int *)0x0) &&
(cVar1 = (**(code **)(*local_1c + 0x16c))(local_1c), cVar1 != '\0')) goto LAB_00875cb0;
}
pCVar4 = (CBaseCombatCharacter *)(**(code **)(*(int *)param_1 + 0xb4))(param_1);
piVar3 = (int *)CDirectorTacticalServices::GetClosestSurvivor
(*(CDirectorTacticalServices **)(TheDirector + 0x628),pCVar4,true,true
);
if (piVar3 != (int *)0x0) {
LAB_00875cb0:
(**(code **)(*(int *)param_1 + 0x84))(param_1,piVar3);
*(int *)this = *(int *)this + 1;
return 1;
}
}
return 1;
}
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.