CAI_BehaviorBase::IsScheduleValid
0x005a62c0 · 337 bytes · __thiscall
_ZN16CAI_BehaviorBase15IsScheduleValidEP24AIChannelScheduleState_t
Decompiled
undefined (2 params)
/* CAI_BehaviorBase::IsScheduleValid(AIChannelScheduleState_t*) */
undefined4 __thiscall
CAI_BehaviorBase::IsScheduleValid(CAI_BehaviorBase *this,AIChannelScheduleState_t *param_1)
{
int *piVar1;
uint uVar2;
int iVar3;
uint local_3c [11];
iVar3 = *(int *)(param_1 + 4);
if ((((iVar3 != 0) && (*(int *)(iVar3 + 8) != 0)) &&
(*(int *)(iVar3 + 8) != *(int *)(param_1 + 0x10))) && (*(int *)(param_1 + 0x20) == 0)) {
piVar1 = *(int **)(this + 4);
local_3c[1] = *(uint *)(iVar3 + 0x10) & piVar1[0x6a9];
local_3c[2] = *(uint *)(iVar3 + 0x14) & piVar1[0x6aa];
local_3c[3] = *(uint *)(iVar3 + 0x18) & piVar1[0x6ab];
uVar2 = piVar1[0x6a8] & *(uint *)(iVar3 + 0xc);
local_3c[0] = uVar2;
local_3c[4] = *(uint *)(iVar3 + 0x1c) & piVar1[0x6ac];
local_3c[5] = *(uint *)(iVar3 + 0x20) & piVar1[0x6ad];
local_3c[6] = *(uint *)(iVar3 + 0x24) & piVar1[0x6ae];
local_3c[7] = *(uint *)(iVar3 + 0x28) & piVar1[0x6af];
if (((((uVar2 == 0) && (local_3c[1] == 0)) &&
((local_3c[2] == 0 && ((local_3c[3] == 0 && (local_3c[4] == 0)))))) && (local_3c[5] == 0))
&& ((local_3c[6] == 0 && (local_3c[7] == 0)))) {
return 1;
}
if (*(int *)(developer._28_4_ + 0x30) != 0) {
iVar3 = 0;
while ((uVar2 & 1 << ((byte)iVar3 & 0x1f)) == 0) {
iVar3 = iVar3 + 1;
if (iVar3 == 0x100) {
return 0;
}
uVar2 = local_3c[iVar3 >> 5];
}
(**(code **)(*piVar1 + 0x658))(piVar1,iVar3 + 1000000000);
}
}
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.