SurvivorBehavior::ShouldHurry
0x00926ca0 · 75 bytes · __cdecl
_ZNK16SurvivorBehavior11ShouldHurryEPK8INextBot
Decompiled
undefined (1 param)
/* SurvivorBehavior::ShouldHurry(INextBot const*) const */
int SurvivorBehavior::ShouldHurry(INextBot *param_1)
{
char cVar1;
longdouble lVar2;
if (0.0 < *(float *)(param_1 + 0x68)) {
lVar2 = (longdouble)CountdownTimer::Now();
if ((float)lVar2 < *(float *)(param_1 + 0x68)) {
return 1;
}
}
cVar1 = CTerrorGameRules::HasPlayerControlledZombies();
return ~-(uint)(cVar1 == '\0') + 2;
}
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.