L L4D2node

CBaseEntity::DumpResponseCriteria

0x0060eda0 · 205 bytes · __thiscall

_ZN11CBaseEntity20DumpResponseCriteriaEv

Decompiled

undefined (1 param)

/* CBaseEntity::DumpResponseCriteria() */

void __thiscall CBaseEntity::DumpResponseCriteria(CBaseEntity *this)

{
  undefined4 uVar1;
  int *piVar2;
  undefined1 *puVar3;
  AI_CriteriaSet local_74 [32];
  undefined4 local_54 [17];
  
  Msg("----------------------------------------------\n");
  uVar1 = GetDebugName(this);
  puVar3 = &DAT_00d539c2;
  if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
    puVar3 = *(undefined1 **)(this + 0x7c);
  }
  Msg("RESPONSE CRITERIA FOR: %s (%s)\n",puVar3,uVar1);
  AI_CriteriaSet::AI_CriteriaSet(local_74);
                    /* try { // try from 0060edf5 to 0060ee35 has its CatchHandler @ 0060ee6d */
  (**(code **)(*(int *)this + 0x200))(this,local_74);
  piVar2 = (int *)UTIL_GetLocalPlayer();
  if (piVar2 != (int *)0x0) {
    (**(code **)(*piVar2 + 0x72c))(piVar2,local_74);
  }
  CUtlBuffer::CUtlBuffer((CUtlBuffer *)local_54,0,0x800,5);
                    /* try { // try from 0060ee3d to 0060ee54 has its CatchHandler @ 0060ee7f */
  AI_CriteriaSet::Describe(local_74,(CUtlBuffer *)local_54);
  DevMsg("%s",local_54[0]);
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_54);
  AI_CriteriaSet::~AI_CriteriaSet(local_74);
  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)