CAI_BehaviorBase::GetCurTask
0x005a66b0 · 67 bytes · __thiscall
_ZN16CAI_BehaviorBase10GetCurTaskEi
Decompiled
undefined (2 params)
/* CAI_BehaviorBase::GetCurTask(int) */
int __thiscall CAI_BehaviorBase::GetCurTask(CAI_BehaviorBase *this,int param_1)
{
int iVar1;
int iVar2;
int iVar3;
iVar3 = 0;
if ((-1 < param_1) && (param_1 < *(int *)(this + 0x18))) {
iVar1 = *(int *)(this + 0xc) + param_1 * 0x28;
iVar2 = *(int *)(iVar1 + 0x10);
iVar1 = *(int *)(iVar1 + 4);
if ((iVar1 != 0) && ((-1 < iVar2 && (iVar2 < *(int *)(iVar1 + 8))))) {
iVar3 = *(int *)(iVar1 + 4) + iVar2 * 8;
}
}
return iVar3;
}
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.