L L4D2node

CSpeechScriptBridge::AIConceptFromCriteriaSet

0x0080a790 · 119 bytes · __thiscall

_ZN19CSpeechScriptBridge24AIConceptFromCriteriaSetERK14AI_CriteriaSet

Decompiled

undefined (2 params)

/* CSpeechScriptBridge::AIConceptFromCriteriaSet(AI_CriteriaSet const&) */

CSpeechScriptBridge * __thiscall
CSpeechScriptBridge::AIConceptFromCriteriaSet(CSpeechScriptBridge *this,AI_CriteriaSet *param_1)

{
  int iVar1;
  char *pcVar2;
  
  iVar1 = AI_CriteriaSet::FindCriterionIndex(param_1,"concept");
  if ((-1 < iVar1) && (iVar1 < *(short *)(param_1 + 0x12))) {
    pcVar2 = (char *)AI_CriteriaSet::GetValue(param_1,iVar1);
    if (pcVar2 != (char *)0x0) {
      CAI_Concept::CAI_Concept((CAI_Concept *)this,pcVar2);
      return this;
    }
  }
  Warning("Script_FindBestResponse: Given query did not have a \'concept\' field.\n");
  *(undefined4 *)(this + 4) = 0xffffffff;
  *(undefined2 *)this = 0xffff;
  return this;
}

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)