SurvivorLiberateBesiegedFriend::SelectMoreDangerousThreat
0x0091d890 · 10 bytes · __thiscall
_ZThn4_NK30SurvivorLiberateBesiegedFriend25SelectMoreDangerousThreatEPK8INextBotPK20CBaseCombatCharacterPS3_S6_
Decompiled
undefined (5 params)
/* non-virtual thunk to SurvivorLiberateBesiegedFriend::SelectMoreDangerousThreat(INextBot const*,
CBaseCombatCharacter const*, CBaseCombatCharacter*, CBaseCombatCharacter*) const */
void __thiscall
SurvivorLiberateBesiegedFriend::SelectMoreDangerousThreat
(SurvivorLiberateBesiegedFriend *this,INextBot *param_1,CBaseCombatCharacter *param_2,
CBaseCombatCharacter *param_3,CBaseCombatCharacter *param_4)
{
SelectMoreDangerousThreat((INextBot *)(this + -4),(CBaseCombatCharacter *)param_1,param_2,param_3)
;
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.