CAI_BehaviorBase::GetFailSchedule
0x005a61d0 · 138 bytes · __thiscall
_ZN16CAI_BehaviorBase15GetFailScheduleEP24AIChannelScheduleState_t
Decompiled
undefined (2 params)
/* CAI_BehaviorBase::GetFailSchedule(AIChannelScheduleState_t*) */
void __thiscall
CAI_BehaviorBase::GetFailSchedule(CAI_BehaviorBase *this,AIChannelScheduleState_t *param_1)
{
undefined4 *puVar1;
int iVar2;
int iVar3;
undefined4 uVar4;
undefined4 uVar5;
if (*(int **)(param_1 + 4) == (int *)0x0) {
uVar4 = 0;
uVar5 = 0;
}
else {
iVar2 = **(int **)(param_1 + 4);
iVar3 = (**(code **)(*(int *)this + 0x180))(this);
uVar4 = CAI_LocalIdSpace::GlobalToLocal((CAI_LocalIdSpace *)(iVar3 + 4),iVar2);
iVar2 = *(int *)(param_1 + 4);
uVar5 = 0;
iVar3 = *(int *)(param_1 + 0x10);
if ((((iVar2 != 0) && (-1 < iVar3)) && (iVar3 < *(int *)(iVar2 + 8))) &&
(puVar1 = (undefined4 *)(*(int *)(iVar2 + 4) + iVar3 * 8), puVar1 != (undefined4 *)0x0)) {
uVar5 = *puVar1;
}
}
(**(code **)(*(int *)this + 0x1c0))(this,uVar4,uVar5,*(undefined4 *)(param_1 + 0x20));
/* WARNING: Could not recover jumptable at 0x005a6252. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x1d0))();
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.