CAI_RR_Lifeboat::LoadFromEntity
0x005d0770 · 211 bytes · __thiscall
_ZN15CAI_RR_Lifeboat14LoadFromEntityEP11CBaseEntity
Decompiled
undefined (2 params)
/* CAI_RR_Lifeboat::LoadFromEntity(CBaseEntity*) */
void __thiscall CAI_RR_Lifeboat::LoadFromEntity(CAI_RR_Lifeboat *this,CBaseEntity *param_1)
{
int *piVar1;
int iVar2;
int iVar3;
void *pvVar4;
char *pcVar5;
char *pcVar6;
if (param_1 != (CBaseEntity *)0x0) {
iVar2 = CBaseEntity::GetContextCount(param_1);
if (0 < iVar2) {
iVar3 = AI_CriteriaSet::GetCount((AI_CriteriaSet *)this);
iVar3 = iVar2 + 1 + iVar3;
if ((*(int *)(this + 8) < iVar3) && (-1 < *(int *)(this + 0xc))) {
*(int *)(this + 8) = iVar3;
if (*(void **)(this + 4) == (void *)0x0) {
pvVar4 = malloc(iVar3 * 0x50);
*(void **)(this + 4) = pvVar4;
}
else {
pvVar4 = realloc(*(void **)(this + 4),iVar3 * 0x50);
*(void **)(this + 4) = pvVar4;
}
}
iVar3 = 0;
do {
piVar1 = (int *)(*(int *)(param_1 + 0xb8) + iVar3 * 0xc);
if ((float)piVar1[2] == 0.0) {
pcVar6 = (char *)piVar1[1];
pcVar5 = (char *)*piVar1;
if (pcVar6 == (char *)0x0) {
pcVar6 = "";
}
if (pcVar5 == (char *)0x0) {
pcVar5 = "";
}
AI_CriteriaSet::AppendCriteria((AI_CriteriaSet *)this,pcVar5,pcVar6,1.0);
}
iVar3 = iVar3 + 1;
} while (iVar3 != iVar2);
}
}
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.