L L4D2node

AI_CriteriaSet::AI_CriteriaSet

0x005aa230 · 189 bytes · __thiscall

_ZN14AI_CriteriaSetC1ERKS_

Decompiled

undefined (2 params)

/* AI_CriteriaSet::AI_CriteriaSet(AI_CriteriaSet const&) */

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

{
  short sVar1;
  int iVar2;
  void *pvVar3;
  
  *(code **)this = CritEntry_t::LessFunc;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined2 *)(this + 0x10) = 0xffff;
  *(undefined2 *)(this + 0x12) = 0;
  *(undefined2 *)(this + 0x14) = 0xffff;
  *(undefined2 *)(this + 0x16) = 0xffff;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = *(undefined4 *)(param_1 + 0x1c);
  iVar2 = (int)*(short *)(param_1 + 0x12);
  if (0 < iVar2) {
    *(int *)(this + 8) = iVar2;
    pvVar3 = malloc(iVar2 * 0x50);
    *(void **)(this + 4) = pvVar3;
  }
  for (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>>
                               *)param_1); sVar1 != -1;
      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>>
                             *)param_1,sVar1)) {
                    /* try { // try from 005aa2ce to 005aa2d2 has its CatchHandler @ 005aa2ed */
    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 *)(sVar1 * 0x50 + *(int *)(param_1 + 4) + 8));
  }
  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)