L L4D2node

CAI_BehaviorBase::StartChannel

0x005a6d60 · 170 bytes · __thiscall

_ZN16CAI_BehaviorBase12StartChannelEi

Decompiled

undefined (2 params)

/* CAI_BehaviorBase::StartChannel(int) */

void __thiscall CAI_BehaviorBase::StartChannel(CAI_BehaviorBase *this,int param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  undefined4 *puVar6;
  byte bVar7;
  
  bVar7 = 0;
  if (-1 < param_1) {
    iVar4 = *(int *)(this + 0x18);
    if ((iVar4 < param_1 + 1) && (iVar1 = (param_1 + 1) - iVar4, iVar1 != 0)) {
      CUtlVector<AIChannelScheduleState_t,CUtlMemory<AIChannelScheduleState_t,int>>::GrowVector
                ((CUtlVector<AIChannelScheduleState_t,CUtlMemory<AIChannelScheduleState_t,int>> *)
                 (this + 0xc),iVar1);
      CUtlVector<AIChannelScheduleState_t,CUtlMemory<AIChannelScheduleState_t,int>>::
      ShiftElementsRight((CUtlVector<AIChannelScheduleState_t,CUtlMemory<AIChannelScheduleState_t,int>>
                          *)(this + 0xc),iVar4,iVar1);
      iVar3 = *(int *)(this + 0xc);
      if (0 < iVar1) {
        iVar4 = iVar4 * 0x28;
        iVar5 = 0;
        do {
          if ((undefined4 *)(iVar3 + iVar4) != (undefined4 *)0x0) {
            puVar6 = (undefined4 *)(iVar3 + iVar4);
            for (iVar2 = 10; iVar2 != 0; iVar2 = iVar2 + -1) {
              *puVar6 = 0;
              puVar6 = puVar6 + (uint)bVar7 * -2 + 1;
            }
            iVar3 = *(int *)(this + 0xc);
          }
          iVar5 = iVar5 + 1;
          iVar4 = iVar4 + 0x28;
        } while (iVar5 != iVar1);
      }
    }
    else {
      iVar3 = *(int *)(this + 0xc);
    }
    *(undefined1 *)(iVar3 + param_1 * 0x28) = 1;
  }
  return;
}

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)