AI_CriteriaSet::WriteToEntity
0x005a9900 · 136 bytes · __thiscall
_ZN14AI_CriteriaSet13WriteToEntityEP11CBaseEntity
Decompiled
undefined (2 params)
/* AI_CriteriaSet::WriteToEntity(CBaseEntity*) */
void __thiscall AI_CriteriaSet::WriteToEntity(AI_CriteriaSet *this,CBaseEntity *param_1)
{
short sVar1;
char *pcVar2;
char *pcVar3;
int iVar4;
if (0 < *(short *)(this + 0x12)) {
sVar1 = 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>>
::FirstInorder((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>>
*)this);
iVar4 = (int)sVar1;
if (-1 < iVar4) {
while (iVar4 < *(short *)(this + 0x12)) {
pcVar2 = (char *)GetValue(this,iVar4);
pcVar3 = (char *)GetName(this,iVar4);
CBaseEntity::AddContext(param_1,pcVar3,pcVar2,0.0);
sVar1 = 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>>
::NextInorder((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>>
*)this,(short)iVar4);
iVar4 = (int)sVar1;
if (iVar4 < 0) {
return;
}
}
}
}
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.