L L4D2node

AI_CriteriaSet::GetNameSymbol

0x005a82c0 · 59 bytes · __cdecl

_ZNK14AI_CriteriaSet13GetNameSymbolEi

Decompiled

undefined (1 param)

/* AI_CriteriaSet::GetNameSymbol(int) const */

void AI_CriteriaSet::GetNameSymbol(int param_1)

{
  int in_stack_00000008;
  int in_stack_0000000c;
  
  if ((-1 < in_stack_0000000c) && (in_stack_0000000c < *(short *)(in_stack_00000008 + 0x12))) {
    *(undefined2 *)param_1 =
         *(undefined2 *)(in_stack_0000000c * 0x50 + *(int *)(in_stack_00000008 + 4) + 8);
    return;
  }
  *(undefined2 *)param_1 = 0xffff;
  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)