AscertainSpeechSubjectFromContext
0x005b0df0 · 119 bytes · __regparm3
_ZL33AscertainSpeechSubjectFromContextP11AI_ResponseR14AI_CriteriaSetPKc.isra.0
Decompiled
undefined (3 params)
/* AscertainSpeechSubjectFromContext(AI_Response*, AI_CriteriaSet&, char const*) [clone .isra.0] */
int __regparm3
AscertainSpeechSubjectFromContext(AI_Response *param_1,AI_CriteriaSet *param_2,char *param_3)
{
int iVar1;
char *pcVar2;
iVar1 = AI_CriteriaSet::FindCriterionIndex((AI_CriteriaSet *)param_1,(char *)param_2);
pcVar2 = (char *)AI_CriteriaSet::GetValue((AI_CriteriaSet *)param_1,iVar1);
if (pcVar2 == (char *)0x0) {
iVar1 = 0;
}
else {
iVar1 = TerrorGetPlayerPointerFromCharacterName(pcVar2);
if (iVar1 == 0) {
iVar1 = CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar2,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
}
}
return iVar1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.