L L4D2node

CSpeechScriptBridge::AICriteriaSetToScript

0x0080b0a0 · 326 bytes · __thiscall

_ZN19CSpeechScriptBridge21AICriteriaSetToScriptEPK14AI_CriteriaSet

Decompiled

undefined (2 params)

/* CSpeechScriptBridge::AICriteriaSetToScript(AI_CriteriaSet const*) */

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

{
  code *pcVar1;
  char cVar2;
  int iVar3;
  char *__nptr;
  undefined4 uVar4;
  int iVar5;
  double dVar6;
  void *local_34 [2];
  undefined2 local_2c;
  ushort local_2a;
  void *local_28 [2];
  undefined2 local_20;
  ushort local_1e;
  
  local_2c = 0;
  local_2a = 0;
  local_34[0] = (void *)0x0;
                    /* try { // try from 0080b0cd to 0080b0dd has its CatchHandler @ 0080b206 */
  (**(code **)(*g_pScriptVM + 0x80))(g_pScriptVM,local_34);
  iVar3 = AI_CriteriaSet::GetCount(param_1);
  if (0 < iVar3) {
    iVar5 = 0;
    do {
      while( true ) {
                    /* try { // try from 0080b175 to 0080b1bd has its CatchHandler @ 0080b206 */
        __nptr = (char *)AI_CriteriaSet::GetValue(param_1,iVar5);
        cVar2 = CResponseSystem::AppearsToBeANumber(__nptr);
        if (cVar2 != '\0') break;
        pcVar1 = *(code **)(*g_pScriptVM + 0x74);
        uVar4 = AI_CriteriaSet::GetName(param_1,iVar5);
        (*pcVar1)(g_pScriptVM,local_34[0],uVar4,__nptr);
        iVar5 = iVar5 + 1;
        if (iVar5 == iVar3) goto LAB_0080b1c6;
      }
      pcVar1 = *(code **)(*g_pScriptVM + 0x78);
      dVar6 = strtod(__nptr,(char **)0x0);
      local_20 = 1;
      local_1e = 0;
      local_28[0] = (void *)(float)dVar6;
                    /* try { // try from 0080b134 to 0080b151 has its CatchHandler @ 0080b1e9 */
      uVar4 = AI_CriteriaSet::GetName(param_1,iVar5);
      (*pcVar1)(g_pScriptVM,local_34[0],uVar4,local_28);
      if ((local_1e & 1) != 0) {
        free(local_28[0]);
      }
      iVar5 = iVar5 + 1;
    } while (iVar5 != iVar3);
  }
LAB_0080b1c6:
  *(void **)this = local_34[0];
  if ((local_2a & 1) != 0) {
    free(local_34[0]);
  }
  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.



        

        

          

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