CC_SurvivorBotForceMaxIntensity
0x00937df0 · 162 bytes · __cdecl
_Z31CC_SurvivorBotForceMaxIntensityRK8CCommand
Decompiled
undefined (1 param)
/* CC_SurvivorBotForceMaxIntensity(CCommand const&) */
void CC_SurvivorBotForceMaxIntensity(CCommand *param_1)
{
Intensity *pIVar1;
char cVar2;
int iVar3;
cVar2 = UTIL_IsCommandIssuedByServerAdmin();
if (cVar2 != '\0') {
iVar3 = TheNextBots();
if (*(int *)(iVar3 + 0x4c) != 0) {
iVar3 = __dynamic_cast(*(int *)(iVar3 + 0x4c),&INextBot::typeinfo,&SurvivorBot::typeinfo,
0x4028);
if (iVar3 != 0) {
pIVar1 = (Intensity *)(iVar3 + 12000);
Intensity::Increase(pIVar1,4);
Intensity::Increase(pIVar1,4);
Intensity::Increase(pIVar1,4);
Intensity::Increase(pIVar1,4);
Intensity::Increase(pIVar1,4);
return;
}
}
}
return;
}
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.