NextBotPlayer<CTerrorPlayer>::PressFireButton
0x00945420 · 152 bytes · __thiscall
_ZN13NextBotPlayerI13CTerrorPlayerE15PressFireButtonEf
Decompiled
undefined (2 params)
/* NextBotPlayer<CTerrorPlayer>::PressFireButton(float) */
void __thiscall
NextBotPlayer<CTerrorPlayer>::PressFireButton(NextBotPlayer<CTerrorPlayer> *this,float param_1)
{
longdouble lVar1;
*(uint *)(this + 0x425c) = *(uint *)(this + 0x425c) | 1;
lVar1 = (longdouble)CountdownTimer::Now();
if ((float)lVar1 + param_1 != *(float *)(this + 0x426c)) {
(**(code **)(*(int *)(this + 0x4264) + 4))(this + 0x4264,this + 0x426c);
*(float *)(this + 0x426c) = (float)lVar1 + param_1;
}
if (param_1 != *(float *)(this + 17000)) {
(**(code **)(*(int *)(this + 0x4264) + 4))(this + 0x4264,this + 17000);
*(float *)(this + 17000) = param_1;
}
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.