AI_CriteriaSet::RemoveCriteria
0x005aa300 · 109 bytes · __thiscall
_ZN14AI_CriteriaSet14RemoveCriteriaEib
Decompiled
undefined (3 params)
/* AI_CriteriaSet::RemoveCriteria(int, bool) */
void __thiscall AI_CriteriaSet::RemoveCriteria(AI_CriteriaSet *this,int param_1,bool param_2)
{
char *pcVar1;
int iVar2;
undefined2 local_1e [7];
if (param_2) {
local_1e[0] = *(undefined2 *)((short)param_1 * 0x50 + *(int *)(this + 4) + 8);
pcVar1 = (char *)CUtlSymbolTable::String((CUtlSymbolTable *)sm_CriteriaSymbols,local_1e);
if (*pcVar1 == '$') {
iVar2 = 0;
if (0 < *(int *)(this + 0x1c)) {
iVar2 = *(int *)(this + 0x1c) + -1;
}
*(int *)(this + 0x1c) = iVar2;
}
}
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>>
::RemoveAt((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,(short)param_1);
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.