L L4D2node

CAI_BehaviorBase::IsCurSchedule

0x005a65c0 · 142 bytes · __thiscall

_ZN16CAI_BehaviorBase13IsCurScheduleEiib

Decompiled

undefined (4 params)

/* CAI_BehaviorBase::IsCurSchedule(int, int, bool) */

uint __thiscall
CAI_BehaviorBase::IsCurSchedule(CAI_BehaviorBase *this,int param_1,int param_2,bool param_3)

{
  int iVar1;
  uint uVar2;
  int iVar3;
  undefined3 in_stack_00000011;
  
  uVar2 = 0;
  if ((-1 < param_1) && (param_1 < *(int *)(this + 0x18))) {
    iVar1 = *(int *)(this + 0xc) + param_1 * 0x28;
    if (*(int *)(iVar1 + 4) == 0) {
      uVar2 = 1;
      if (param_2 != 0) {
        uVar2 = (uint)(param_2 == 1000000000);
      }
    }
    else {
      if (param_2 < 1000000000) {
        iVar3 = (**(code **)(*(int *)this + 0x180))(this);
        param_2 = CAI_LocalIdSpace::LocalToGlobal((CAI_LocalIdSpace *)(iVar3 + 4),param_2);
      }
      if (param_3) {
        return CONCAT31(in_stack_00000011,param_2 == *(int *)(iVar1 + 8));
      }
      uVar2 = CONCAT31((int3)((uint)*(int **)(iVar1 + 4) >> 8),param_2 == **(int **)(iVar1 + 4));
    }
  }
  return uVar2;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)