SurvivorVision::SurvivorVision
0x00968530 · 150 bytes · __thiscall
_ZN14SurvivorVisionC2EP8INextBot
Decompiled
undefined (2 params)
/* SurvivorVision::SurvivorVision(INextBot*) */
void __thiscall SurvivorVision::SurvivorVision(SurvivorVision *this,INextBot *param_1)
{
SurvivorVision *pSVar1;
SurvivorVision *pSVar2;
INextBotComponent::INextBotComponent((INextBotComponent *)this,param_1);
*(undefined ***)this = &PTR__IVision_00caa2e8;
*(undefined ***)(this + 0x18) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x20) = 0xbf800000;
*(undefined4 *)(this + 0x2c) = 0;
*(undefined4 *)(this + 0x30) = 0;
*(undefined4 *)(this + 0x34) = 0;
*(undefined4 *)(this + 0x38) = 0;
*(undefined4 *)(this + 0x3c) = 0;
*(undefined4 *)(this + 0x40) = 0xffffffff;
pSVar1 = this + 0x48;
do {
*(undefined ***)pSVar1 = &PTR_NetworkStateChanged_00c23e10;
pSVar2 = pSVar1 + 8;
*(undefined4 *)(this + (int)(pSVar1 + (0x4c - (int)(this + 0x48)))) = 0xbf800000;
pSVar1 = pSVar2;
} while (pSVar2 != this + 0x148);
*(undefined ***)this = &PTR__SurvivorVision_00d0d508;
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.