Script_IsPlayerABot
0x00b44460 · 104 bytes · __cdecl
_ZL19Script_IsPlayerABotP9HSCRIPT__
Decompiled
undefined (1 param)
/* Script_IsPlayerABot(HSCRIPT__*) */
undefined4 Script_IsPlayerABot(HSCRIPT__ *param_1)
{
code *pcVar1;
char cVar2;
ScriptClassDesc_t *pSVar3;
int *piVar4;
undefined4 uVar5;
if (param_1 != (HSCRIPT__ *)0x0) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar3 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
piVar4 = (int *)(*pcVar1)(g_pScriptVM,param_1,pSVar3);
if (piVar4 != (int *)0x0) {
cVar2 = (**(code **)(*piVar4 + 0x16c))(piVar4);
if (cVar2 != '\0') {
/* WARNING: Could not recover jumptable at 0x00b444c9. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar5 = (**(code **)(*piVar4 + 0x778))();
return uVar5;
}
}
}
return 0;
}
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.