L L4D2node

CBaseEntity::AppendContextToCriteria

0x006138c0 · 296 bytes · __thiscall

_ZN11CBaseEntity23AppendContextToCriteriaER14AI_CriteriaSetPKc

Decompiled

undefined (3 params)

/* CBaseEntity::AppendContextToCriteria(AI_CriteriaSet&, char const*) */

void __thiscall
CBaseEntity::AppendContextToCriteria(CBaseEntity *this,AI_CriteriaSet *param_1,char *param_2)

{
  int iVar1;
  char *pcVar2;
  char *pcVar3;
  int iVar4;
  int in_GS_OFFSET;
  char local_a0 [128];
  int local_20;
  
  iVar4 = 0;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  RemoveExpiredConcepts(this);
  iVar1 = *(int *)(this + 0xc4);
  if (0 < iVar1) {
    do {
      while( true ) {
        pcVar2 = (char *)GetContextName(this,iVar4);
        pcVar3 = (char *)GetContextValue(this,iVar4);
        if ((param_2 == (char *)0x0) || (*param_2 == '\0')) break;
        iVar4 = iVar4 + 1;
        V_snprintf(local_a0,0x80,"%s%s",param_2,pcVar2);
        AI_CriteriaSet::AppendCriteria(param_1,local_a0,pcVar3,1.0);
        if (iVar4 == iVar1) goto LAB_006139cf;
      }
      iVar4 = iVar4 + 1;
      AI_CriteriaSet::AppendCriteria(param_1,pcVar2,pcVar3,1.0);
    } while (iVar4 != iVar1);
  }
LAB_006139cf:
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)