BossZombiePlayerBot::Update
0x00a785b0 · 210 bytes · __thiscall
_ZN19BossZombiePlayerBot6UpdateEv
Decompiled
undefined (1 param)
/* BossZombiePlayerBot::Update() */
void __thiscall BossZombiePlayerBot::Update(BossZombiePlayerBot *this)
{
int iVar1;
code *pcVar2;
char cVar3;
int *piVar4;
int *piVar5;
BossZombiePlayerBot **ppBVar6;
int *local_60;
BossZombiePlayerBot *local_5c;
int *local_58;
undefined4 local_54;
undefined4 local_50;
char *local_4c;
undefined4 local_48;
undefined4 local_44;
code *local_34;
BossZombiePlayerBot *local_30;
BossZombiePlayerBot local_28 [24];
ppBVar6 = &local_5c;
if (*(int *)(ZombieLookAtLocalPlayer._28_4_ + 0x30) != 0) {
local_60 = (int *)0xa78605;
piVar4 = (int *)UTIL_GetListenServerHost();
ppBVar6 = &local_5c;
if (piVar4 != (int *)0x0) {
local_5c = this + 0x4028;
local_60 = (int *)0xa78620;
piVar5 = (int *)(**(code **)(*(int *)(this + 0x4028) + 0xc4))();
local_34 = *(code **)(*piVar5 + 0xc0);
local_5c = local_28;
local_60 = (int *)0xa78642;
local_58 = piVar4;
local_30 = local_5c;
(**(code **)(*piVar4 + 0x234))();
ppBVar6 = (BossZombiePlayerBot **)&local_60;
local_44 = 0x3e800000;
local_48 = 1;
local_4c = "Watching listen server host";
local_50 = 0;
local_54 = 0x3f800000;
local_58 = (int *)0x3;
local_5c = local_30;
local_60 = piVar5;
(*local_34)();
}
}
iVar1 = *(int *)this;
*ppBVar6 = this;
pcVar2 = *(code **)(iVar1 + 300);
ppBVar6[-1] = (BossZombiePlayerBot *)0xa785d3;
cVar3 = (*pcVar2)();
if ((cVar3 != '\0') && (*(int *)(NextBotPlayerStop._28_4_ + 0x30) == 0)) {
*ppBVar6 = this + 0x4028;
ppBVar6[-1] = (BossZombiePlayerBot *)0xa785f1;
INextBot::Update((INextBot *)*ppBVar6);
}
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.