L L4D2node

CC_RR_ForceConcept_f

0x005b1030 · 219 bytes · __cdecl

_Z20CC_RR_ForceConcept_fRK8CCommand

Decompiled

undefined (1 param)

/* CC_RR_ForceConcept_f(CCommand const&) */

void CC_RR_ForceConcept_f(CCommand *param_1)

{
  char *pcVar1;
  AI_Response *pAVar2;
  AI_CriteriaSet local_4c [8];
  CFollowupTargetSpec_t local_44 [8];
  AI_CriteriaSet local_3c [44];
  
  if (*(int *)param_1 < 3) {
    Msg("USAGE: rr_forceconcept <target> <concept> \"criteria1:value1,criteria2:value2,...\"\n");
    return;
  }
  AI_CriteriaSet::AI_CriteriaSet(local_3c);
  if (2 < *(int *)param_1) {
    pcVar1 = "";
    if (*(int *)param_1 != 3) {
      pcVar1 = *(char **)(param_1 + 0x414);
    }
    AI_CriteriaSet::Merge(local_3c,pcVar1);
    if (2 < *(int *)param_1) {
      pcVar1 = *(char **)(param_1 + 0x410);
      goto LAB_005b105c;
    }
  }
  pcVar1 = "";
LAB_005b105c:
                    /* try { // try from 005b1066 to 005b10dd has its CatchHandler @ 005b1118 */
  CAI_Concept::CAI_Concept((CAI_Concept *)local_4c,pcVar1);
  pAVar2 = (AI_Response *)&DAT_00d539c2;
  if (1 < *(int *)param_1) {
    pAVar2 = *(AI_Response **)(param_1 + 0x40c);
  }
  ResolveFollowupTargetToEntity(local_44,local_4c,(char *)local_3c,pAVar2);
  CResponseQueue::Add((CResponseQueue *)g_ResponseQueueManager._12_4_,(CAI_Concept *)local_4c,
                      local_3c,0.0,local_44,(CBaseEntity *)0x0);
  AI_CriteriaSet::~AI_CriteriaSet(local_3c);
  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)