CScriptResponseCriteria::GetValue
0x00b447e0 · 194 bytes · __thiscall
_ZN23CScriptResponseCriteria8GetValueEP9HSCRIPT__PKc
Decompiled
undefined (3 params)
/* CScriptResponseCriteria::GetValue(HSCRIPT__*, char const*) */
CScriptResponseCriteria * __thiscall
CScriptResponseCriteria::GetValue(CScriptResponseCriteria *this,HSCRIPT__ *param_1,char *param_2)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
int *piVar3;
int iVar4;
char *pcVar5;
AI_CriteriaSet local_2c [18];
short local_1a;
if (param_1 != (HSCRIPT__ *)0x0) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
piVar3 = (int *)(*pcVar1)(g_pScriptVM,param_1,pSVar2);
if (piVar3 != (int *)0x0) {
AI_CriteriaSet::AI_CriteriaSet(local_2c);
/* try { // try from 00b44835 to 00b44878 has its CatchHandler @ 00b448ae */
(**(code **)(*piVar3 + 0x200))(piVar3,local_2c);
iVar4 = AI_CriteriaSet::FindCriterionIndex(local_2c,param_2);
if ((iVar4 < 0) || (local_1a <= iVar4)) {
this = (CScriptResponseCriteria *)&DAT_00d539c2;
}
else {
pcVar5 = (char *)AI_CriteriaSet::GetValue(local_2c,iVar4);
V_strncpy((char *)this,pcVar5,0x40);
}
AI_CriteriaSet::~AI_CriteriaSet(local_2c);
return this;
}
}
return (CScriptResponseCriteria *)&DAT_00d539c2;
}
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.