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 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.