BossZombiePlayerBot::IsDebugFilterMatch
0x00a78350 · 105 bytes · __thiscall
_ZNK19BossZombiePlayerBot18IsDebugFilterMatchEPKc
Decompiled
undefined (2 params)
/* BossZombiePlayerBot::IsDebugFilterMatch(char const*) const */
undefined4 __thiscall
BossZombiePlayerBot::IsDebugFilterMatch(BossZombiePlayerBot *this,char *param_1)
{
undefined4 uVar1;
char *pcVar2;
int iVar3;
uVar1 = (**(code **)(*(int *)this + 0x544))(this);
pcVar2 = (char *)ZombieClassName(uVar1);
if (pcVar2 != (char *)0x0) {
iVar3 = _V_strlen(param_1);
iVar3 = V_strnicmp(param_1,pcVar2,iVar3);
if (iVar3 == 0) {
return 1;
}
}
uVar1 = INextBot::IsDebugFilterMatch((INextBot *)(this + 0x4028),param_1);
return uVar1;
}
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.