L L4D2node

AI_CriteriaSet::AI_CriteriaSet

0x005a9c70 · 115 bytes · __thiscall

_ZN14AI_CriteriaSetC2EPKcS1_

Decompiled

undefined (3 params)

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

void __thiscall AI_CriteriaSet::AI_CriteriaSet(AI_CriteriaSet *this,char *param_1,char *param_2)

{
  *(undefined2 *)(this + 0x10) = 0xffff;
  *(code **)this = CritEntry_t::LessFunc;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined2 *)(this + 0x12) = 0;
  *(undefined2 *)(this + 0x14) = 0xffff;
  *(undefined2 *)(this + 0x16) = 0xffff;
  *(undefined4 *)(this + 0x18) = 0;
                    /* try { // try from 005a9cd7 to 005a9cdb has its CatchHandler @ 005a9ce3 */
  AppendCriteria(this,param_1,param_2,1.0);
  return;
}

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)