CBasePlayer::ModifyOrAppendPlayerCriteria
0x007a9400 · 462 bytes · __thiscall
_ZN11CBasePlayer28ModifyOrAppendPlayerCriteriaER14AI_CriteriaSet
Decompiled
undefined (2 params)
/* CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet&) */
void __thiscall CBasePlayer::ModifyOrAppendPlayerCriteria(CBasePlayer *this,AI_CriteriaSet *param_1)
{
char *pcVar1;
int iVar2;
int iVar3;
double dVar4;
pcVar1 = (char *)UTIL_VarArgs("%i",*(undefined4 *)(this + 0x100));
AI_CriteriaSet::AppendCriteria(param_1,"playerhealth",pcVar1,1.0);
iVar2 = (**(code **)(*(int *)this + 0x1fc))(this);
dVar4 = 0.0;
if (0 < iVar2) {
iVar2 = *(int *)(this + 0x100);
iVar3 = (**(code **)(*(int *)this + 0x1fc))(this);
dVar4 = (double)((float)iVar2 / (float)iVar3);
}
pcVar1 = (char *)UTIL_VarArgs("%.3f",dVar4);
AI_CriteriaSet::AppendCriteria(param_1,"playerhealthfrac",pcVar1,1.0);
iVar2 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
if (iVar2 == 0) {
AI_CriteriaSet::AppendCriteria(param_1,"playerweapon","none",1.0);
}
else {
pcVar1 = "";
if (*(char **)(iVar2 + 0x7c) != (char *)0x0) {
pcVar1 = *(char **)(iVar2 + 0x7c);
}
AI_CriteriaSet::AppendCriteria(param_1,"playerweapon",pcVar1,1.0);
}
pcVar1 = (char *)CAI_BaseNPC::GetActivityName(*(int *)(this + 0x1cf8));
AI_CriteriaSet::AppendCriteria(param_1,"playeractivity",pcVar1,1.0);
if (((byte)this[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
}
pcVar1 = (char *)UTIL_VarArgs("%.3f",(double)SQRT(*(float *)(this + 0x274) *
*(float *)(this + 0x274) +
*(float *)(this + 0x27c) *
*(float *)(this + 0x27c) +
*(float *)(this + 0x278) *
*(float *)(this + 0x278)));
AI_CriteriaSet::AppendCriteria(param_1,"playerspeed",pcVar1,1.0);
CBaseEntity::AppendContextToCriteria((CBaseEntity *)this,param_1,"player");
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.