CAI_ChangeHintGroup::FindQualifiedNPC
0x00b1a020 · 359 bytes · __thiscall
_ZN19CAI_ChangeHintGroup16FindQualifiedNPCEP11CAI_BaseNPCP11CBaseEntityS3_
Decompiled
undefined (4 params)
/* CAI_ChangeHintGroup::FindQualifiedNPC(CAI_BaseNPC*, CBaseEntity*, CBaseEntity*) */
int __thiscall
CAI_ChangeHintGroup::FindQualifiedNPC
(CAI_ChangeHintGroup *this,CAI_BaseNPC *param_1,CBaseEntity *param_2,CBaseEntity *param_3)
{
Vector *pVVar1;
int iVar2;
char *pcVar3;
int iVar4;
char *pcVar5;
float fVar6;
pcVar5 = "";
if (*(char **)(this + 0x444) != (char *)0x0) {
pcVar5 = *(char **)(this + 0x444);
}
pVVar1 = (Vector *)(this + 0x39c);
LAB_00b1a048:
iVar2 = *(int *)(this + 0x440);
if (iVar2 == 1) goto LAB_00b1a110;
do {
if (iVar2 == 2) {
fVar6 = *(float *)(this + 0x44c);
if (fVar6 == 0.0) {
fVar6 = 3.4028235e+38;
}
param_1 = (CAI_BaseNPC *)
CGlobalEntityList::FindEntityInSphere
((CGlobalEntityList *)gEntList,(CBaseEntity *)param_1,pVVar1,fVar6);
}
else if (iVar2 == 0) {
param_1 = (CAI_BaseNPC *)
CGlobalEntityList::FindEntityByNameWithin
((CGlobalEntityList *)gEntList,(CBaseEntity *)param_1,pcVar5,pVVar1,
*(float *)(this + 0x44c),(CBaseEntity *)0x0,param_2,param_3);
}
while( true ) {
if (param_1 == (CAI_BaseNPC *)0x0) {
return 0;
}
iVar2 = CBaseEntity::MyNPCPointer();
if (iVar2 == 0) goto LAB_00b1a048;
if (*(int *)(this + 0x440) != 2) {
return iVar2;
}
pcVar3 = "";
if (*(char **)(iVar2 + 0x1cf8) != (char *)0x0) {
pcVar3 = *(char **)(iVar2 + 0x1cf8);
}
if (pcVar5 == pcVar3) {
return iVar2;
}
iVar4 = _V_stricmp(pcVar3,pcVar5);
if (iVar4 == 0) {
return iVar2;
}
iVar2 = *(int *)(this + 0x440);
if (iVar2 != 1) break;
LAB_00b1a110:
param_1 = (CAI_BaseNPC *)
CGlobalEntityList::FindEntityByClassnameWithin
((CGlobalEntityList *)gEntList,(CBaseEntity *)param_1,pcVar5,pVVar1,
*(float *)(this + 0x44c));
}
} while( true );
}
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.