AI_CriteriaSet::RemoveCriteria
0x005aa380 · 79 bytes · __thiscall
_ZN14AI_CriteriaSet14RemoveCriteriaEPKc
Decompiled
undefined (2 params)
/* AI_CriteriaSet::RemoveCriteria(char const*) */
void __thiscall AI_CriteriaSet::RemoveCriteria(AI_CriteriaSet *this,char *param_1)
{
int iVar1;
int iVar2;
iVar1 = FindCriterionIndex(this,param_1);
if (iVar1 != -1) {
if (*param_1 == '$') {
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)iVar1);
return;
}
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.