Behavior<SurvivorBot>::Update
0x0094d4b0 · 157 bytes · __regparm3
_ZN8BehaviorI11SurvivorBotE6UpdateEPS0_f.part.175
Decompiled
undefined (2 params)
/* Behavior<SurvivorBot>::Update(SurvivorBot*, float) [clone .part.175] */
void __regparm3 Behavior<SurvivorBot>::Update(SurvivorBot *param_1,float param_2)
{
code *pcVar1;
undefined4 uVar2;
int in_GS_OFFSET;
undefined **local_12c;
undefined1 local_128;
undefined1 local_127;
undefined4 local_24;
int local_20;
local_128 = 1;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
local_12c = &PTR_InitQuietTruncation_00c08ee8;
local_127 = 0;
local_24 = 0;
pcVar1 = *(code **)(*(int *)((int)param_2 + 0x4028) + 0x144);
uVar2 = Action<SurvivorBot>::DebugString(*(Action<SurvivorBot> **)(param_1 + 8));
uVar2 = CFmtStrN<256>::sprintf((CFmtStrN<256> *)&local_12c,"%s: %s",param_1 + 0x11,uVar2);
(*pcVar1)((int)param_2 + 0x4028,uVar2);
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.