L L4D2node

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 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)