L L4D2node

AI_CriteriaSet::FindCriterionIndex

0x005a8100 · 359 bytes · __thiscall

_ZNK14AI_CriteriaSet18FindCriterionIndexE10CUtlSymbol

Decompiled

undefined (2 params)

/* AI_CriteriaSet::FindCriterionIndex(CUtlSymbol) const */

int __thiscall AI_CriteriaSet::FindCriterionIndex(AI_CriteriaSet *this,undefined2 *param_2)

{
  char cVar1;
  short sVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  int in_GS_OFFSET;
  undefined2 local_68;
  undefined1 local_66;
  undefined4 local_24;
  int local_20;
  
  local_24 = 0;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  local_66 = 0;
  local_68 = *param_2;
  sVar2 = *(short *)(this + 0x10);
  if (sVar2 != -1) {
    iVar3 = *(int *)(this + 4);
    do {
      while( true ) {
        iVar5 = (int)sVar2;
        iVar4 = iVar5 * 0x50;
        cVar1 = (**(code **)this)(&local_68,iVar3 + 8 + iVar4);
        if (cVar1 != '\0') break;
        cVar1 = (**(code **)this)(*(int *)(this + 4) + iVar4 + 8,&local_68);
        if (cVar1 == '\0') {
          if (iVar5 != -1) goto LAB_005a81ab;
          goto LAB_005a81a6;
        }
        if ((CUtlRBTree<AI_CriteriaSet::CritEntry_t,short,bool(*)(AI_CriteriaSet::CritEntry_t_const&,AI_CriteriaSet::CritEntry_t_const&),CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>>
             ::Links(short)::s_Sentinel == '\0') &&
           (iVar3 = __cxa_guard_acquire(&CUtlRBTree<AI_CriteriaSet::CritEntry_t,short,bool(*)(AI_CriteriaSet::CritEntry_t_const&,AI_CriteriaSet::CritEntry_t_const&),CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>>
                                         ::Links(short)::s_Sentinel), iVar3 != 0)) {
          CUtlRBTree<AI_CriteriaSet::CritEntry_t,short,bool(*)(AI_CriteriaSet::CritEntry_t_const&,AI_CriteriaSet::CritEntry_t_const&),CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>>
          ::Links(short)::s_Sentinel = 0xffff;
          DAT_00f21a9a = 0xffff;
          DAT_00f21a9c = 0xffff;
          __cxa_guard_release(&CUtlRBTree<AI_CriteriaSet::CritEntry_t,short,bool(*)(AI_CriteriaSet::CritEntry_t_const&,AI_CriteriaSet::CritEntry_t_const&),CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>>
                               ::Links(short)::s_Sentinel);
        }
        iVar3 = *(int *)(this + 4);
        sVar2 = *(short *)(iVar3 + 2 + iVar4);
        if (sVar2 == -1) goto LAB_005a81a6;
      }
      if ((CUtlRBTree<AI_CriteriaSet::CritEntry_t,short,bool(*)(AI_CriteriaSet::CritEntry_t_const&,AI_CriteriaSet::CritEntry_t_const&),CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>>
           ::Links(short)::s_Sentinel == '\0') &&
         (iVar3 = __cxa_guard_acquire(&CUtlRBTree<AI_CriteriaSet::CritEntry_t,short,bool(*)(AI_CriteriaSet::CritEntry_t_const&,AI_CriteriaSet::CritEntry_t_const&),CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>>
                                       ::Links(short)::s_Sentinel), iVar3 != 0)) {
        DAT_00f21a9a = 0xffff;
        CUtlRBTree<AI_CriteriaSet::CritEntry_t,short,bool(*)(AI_CriteriaSet::CritEntry_t_const&,AI_CriteriaSet::CritEntry_t_const&),CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>>
        ::Links(short)::s_Sentinel = 0xffff;
        DAT_00f21a9c = 0xffff;
        __cxa_guard_release(&CUtlRBTree<AI_CriteriaSet::CritEntry_t,short,bool(*)(AI_CriteriaSet::CritEntry_t_const&,AI_CriteriaSet::CritEntry_t_const&),CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>>
                             ::Links(short)::s_Sentinel);
      }
      iVar3 = *(int *)(this + 4);
      sVar2 = *(short *)(iVar3 + iVar4);
    } while (sVar2 != -1);
  }
LAB_005a81a6:
  iVar5 = -1;
LAB_005a81ab:
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return iVar5;
}

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)