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 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.