AI_CriteriaSet::Merge
0x005a9d00 · 254 bytes · __thiscall
_ZN14AI_CriteriaSet5MergeEPKS_
Decompiled
undefined (2 params)
/* AI_CriteriaSet::Merge(AI_CriteriaSet const*) */
void __thiscall AI_CriteriaSet::Merge(AI_CriteriaSet *this,AI_CriteriaSet *param_1)
{
int iVar1;
int iVar2;
void *pvVar3;
undefined4 uVar4;
int iVar5;
undefined4 uVar6;
undefined2 local_1e [7];
if (param_1 != (AI_CriteriaSet *)0x0) {
iVar1 = (int)*(short *)(param_1 + 0x12);
iVar2 = *(short *)(this + 0x12) + iVar1;
if ((*(int *)(this + 8) < iVar2) && (-1 < *(int *)(this + 0xc))) {
*(int *)(this + 8) = iVar2;
if (*(void **)(this + 4) == (void *)0x0) {
pvVar3 = malloc(iVar2 * 0x50);
*(void **)(this + 4) = pvVar3;
}
else {
pvVar3 = realloc(*(void **)(this + 4),iVar2 * 0x50);
*(void **)(this + 4) = pvVar3;
}
}
if (0 < iVar1) {
iVar2 = 0;
do {
if (iVar2 < *(short *)(param_1 + 0x12)) {
iVar5 = iVar2 * 0x50 + *(int *)(param_1 + 4);
uVar6 = *(undefined4 *)(iVar5 + 0x4c);
uVar4 = GetValue(param_1,iVar2);
local_1e[0] = *(undefined2 *)(iVar5 + 8);
}
else {
uVar4 = GetValue(param_1,iVar2);
uVar6 = 0x3f800000;
local_1e[0] = 0xffff;
}
iVar2 = iVar2 + 1;
AppendCriteria(this,local_1e,uVar4,uVar6);
} while (iVar2 < iVar1);
}
}
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.