AI_CriteriaSet::GetName
0x005a8310 · 87 bytes · __thiscall
_ZNK14AI_CriteriaSet7GetNameEi
Decompiled
undefined (2 params)
/* AI_CriteriaSet::GetName(int) const */
undefined1 * __thiscall AI_CriteriaSet::GetName(AI_CriteriaSet *this,int param_1)
{
undefined1 *puVar1;
undefined1 *puVar2;
undefined2 local_e [3];
if ((-1 < param_1) && (param_1 < *(short *)(this + 0x12))) {
local_e[0] = *(undefined2 *)(param_1 * 0x50 + *(int *)(this + 4) + 8);
puVar1 = (undefined1 *)CUtlSymbolTable::String((CUtlSymbolTable *)sm_CriteriaSymbols,local_e);
puVar2 = &DAT_00d539c2;
if (puVar1 != (undefined1 *)0x0) {
puVar2 = puVar1;
}
return puVar2;
}
return &DAT_00d539c2;
}
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.