L L4D2node

CResponseSystem::RecursiveLookForCriteria

0x005b5040 · 112 bytes · __thiscall

_ZN15CResponseSystem24RecursiveLookForCriteriaERK14AI_CriteriaSetP8Criteria

Decompiled

undefined (3 params)

/* CResponseSystem::RecursiveLookForCriteria(AI_CriteriaSet const&, Criteria*) */

longdouble __thiscall
CResponseSystem::RecursiveLookForCriteria
          (CResponseSystem *this,AI_CriteriaSet *param_1,Criteria *param_2)

{
  ushort *puVar1;
  int iVar2;
  int iVar3;
  longdouble lVar4;
  float fVar5;
  
  fVar5 = 0.0;
  iVar2 = *(int *)(param_2 + 0x1e);
  if (0 < iVar2) {
    iVar3 = 0;
    fVar5 = 0.0;
    do {
      puVar1 = (ushort *)(*(int *)(param_2 + 0x16) + iVar3);
      iVar3 = iVar3 + 2;
      lVar4 = (longdouble)LookForCriteria(this,param_1,(uint)*puVar1);
      fVar5 = fVar5 + (float)lVar4;
    } while (iVar3 != iVar2 * 2);
  }
  return (longdouble)fVar5;
}

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)