AI_CriteriaSet::AppendCriteria
0x005a9a10 · 227 bytes · __thiscall
_ZN14AI_CriteriaSet14AppendCriteriaE10CUtlSymbolPKcf
Decompiled
undefined (4 params)
/* AI_CriteriaSet::AppendCriteria(CUtlSymbol, char const*, float) */
void __thiscall
AI_CriteriaSet::AppendCriteria
(AI_CriteriaSet *this,undefined2 *param_2,char *param_3,undefined4 param_4)
{
int iVar1;
short sVar2;
int iVar3;
char *pcVar4;
int in_GS_OFFSET;
undefined2 local_6a;
undefined2 local_68;
undefined1 local_66;
undefined4 local_24;
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
local_6a = *param_2;
iVar3 = FindCriterionIndex(this,&local_6a);
sVar2 = (short)iVar3;
if (iVar3 == -1) {
local_68 = *param_2;
local_24 = 0;
local_66 = 0;
sVar2 = 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>>
::Insert((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,(CritEntry_t *)&local_68);
local_6a = *param_2;
pcVar4 = (char *)CUtlSymbolTable::String((CUtlSymbolTable *)sm_CriteriaSymbols,&local_6a);
if (*pcVar4 == '$') {
*(int *)(this + 0x1c) = *(int *)(this + 0x1c) + 1;
}
}
iVar3 = sVar2 * 0x50 + *(int *)(this + 4);
if (param_3 == (char *)0x0) {
*(undefined1 *)(iVar3 + 10) = 0;
}
else {
V_strncpy((char *)(iVar3 + 10),param_3,0x40);
}
iVar1 = *(int *)(in_GS_OFFSET + 0x14);
*(undefined4 *)(iVar3 + 0x4c) = param_4;
if (local_20 == iVar1) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.