CAI_Expresser::GatherLocalCriteria
0x005d1e00 · 204 bytes · __thiscall
_ZN13CAI_Expresser19GatherLocalCriteriaEP14AI_CriteriaSet
Decompiled
undefined (2 params)
/* CAI_Expresser::GatherLocalCriteria(AI_CriteriaSet*) */
void __thiscall CAI_Expresser::GatherLocalCriteria(CAI_Expresser *this,AI_CriteriaSet *param_1)
{
uint uVar1;
char cVar2;
int *piVar3;
undefined *puVar4;
ModifyOrAppendGlobalCriteria(param_1);
uVar1 = *(uint *)(this + 0x40);
piVar3 = (int *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
piVar3 = *(int **)(puVar4 + 4);
}
(**(code **)(*piVar3 + 0x200))(piVar3,param_1);
uVar1 = *(uint *)(this + 0x40);
piVar3 = (int *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
piVar3 = *(int **)(puVar4 + 4);
}
cVar2 = (**(code **)(*piVar3 + 0x16c))(piVar3);
if (cVar2 == '\0') {
piVar3 = (int *)UTIL_PlayerByIndex(1);
if (piVar3 != (int *)0x0) {
/* WARNING: Could not recover jumptable at 0x005d1ec5. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar3 + 0x72c))();
return;
}
}
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.