L L4D2node

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 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)