L L4D2node

AI_CriteriaSet::Merge

0x005a9b60 · 253 bytes · __thiscall

_ZN14AI_CriteriaSet5MergeEPKc

Decompiled

undefined (2 params)

/* AI_CriteriaSet::Merge(char const*) */

void __thiscall AI_CriteriaSet::Merge(AI_CriteriaSet *this,char *param_1)

{
  char *pcVar1;
  int iVar2;
  int in_GS_OFFSET;
  char local_21f [128];
  char local_19f [128];
  char local_11f [255];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
    pcVar1 = local_21f;
    for (iVar2 = 0x20; iVar2 != 0; iVar2 = iVar2 + -1) {
      pcVar1[0] = '\0';
      pcVar1[1] = '\0';
      pcVar1[2] = '\0';
      pcVar1[3] = '\0';
      pcVar1 = pcVar1 + 4;
    }
    pcVar1 = local_19f;
    for (iVar2 = 0x20; iVar2 != 0; iVar2 = iVar2 + -1) {
      pcVar1[0] = '\0';
      pcVar1[1] = '\0';
      pcVar1[2] = '\0';
      pcVar1[3] = '\0';
      pcVar1 = pcVar1 + 4;
    }
    pcVar1 = local_11f;
    V_strncpy(pcVar1,param_1,0xff);
    do {
      pcVar1 = (char *)SplitContext(pcVar1,local_21f,0x80,local_19f,0x80,(float *)0x0,param_1);
      if ((local_21f[0] != '\0') && (local_19f[0] != '\0')) {
        AppendCriteria(this,local_21f,local_19f,5.0);
      }
    } while (pcVar1 != (char *)0x0);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)