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 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.