CAI_Concept::GetStringConcept
0x005d9880 · 66 bytes · __thiscall
_ZNK11CAI_Concept16GetStringConceptEv
Decompiled
undefined (1 param)
/* CAI_Concept::GetStringConcept() const */
undefined1 * __thiscall CAI_Concept::GetStringConcept(CAI_Concept *this)
{
undefined1 *puVar1;
undefined2 local_e [5];
InitializeAIConceptTable();
local_e[0] = *(undefined2 *)this;
puVar1 = (undefined1 *)CUtlSymbolTable::String(g_pAIConceptTable,local_e);
if (puVar1 != (undefined1 *)0x0) {
return puVar1;
}
Warning("An AI_Concept couldn\'t find its string in the symbol table!\n");
return &DAT_00d539c2;
}
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.