ZombieBotBody::ZombieBotBody
0x00a4e2b0 · 214 bytes · __thiscall
_ZN13ZombieBotBodyC1EP8INextBot
Decompiled
undefined (2 params)
/* ZombieBotBody::ZombieBotBody(INextBot*) */
void __thiscall ZombieBotBody::ZombieBotBody(ZombieBotBody *this,INextBot *param_1)
{
undefined4 uVar1;
INextBotComponent::INextBotComponent((INextBotComponent *)this,param_1);
*(undefined ***)this = &PTR__ZombieBotBody_00d28228;
*(undefined4 *)(this + 0x3c) = 0xbf800000;
*(undefined4 *)(this + 0x88) = 0xbf800000;
*(undefined4 *)(this + 0x94) = 0xbf800000;
uVar1 = vec3_invalid;
*(undefined ***)(this + 0x34) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x98) = uVar1;
uVar1 = DAT_01053d24;
*(undefined4 *)(this + 0x38) = 0;
*(undefined4 *)(this + 0x9c) = uVar1;
uVar1 = DAT_01053d28;
*(undefined ***)(this + 0x80) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x84) = 0;
*(undefined ***)(this + 0x8c) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x90) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x68) = 0;
*(undefined4 *)(this + 0x6c) = 0;
*(undefined4 *)(this + 0x70) = 0;
*(undefined4 *)(this + 0x74) = 0;
*(undefined4 *)(this + 0x78) = 0;
*(undefined4 *)(this + 0x7c) = 0;
*(undefined4 *)(this + 0xa0) = uVar1;
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.