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 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.