INextBotEventResponder::OnSpokeConcept
0x003e2520 · 110 bytes · __thiscall
_ZN22INextBotEventResponder14OnSpokeConceptEP20CBaseCombatCharacter11CAI_ConceptP11AI_Response
Decompiled
undefined (4 params)
/* INextBotEventResponder::OnSpokeConcept(CBaseCombatCharacter*, CAI_Concept, AI_Response*) */
void __thiscall
INextBotEventResponder::OnSpokeConcept
(INextBotEventResponder *this,undefined4 param_1,undefined2 *param_3,undefined4 param_4)
{
int *piVar1;
undefined2 local_24 [2];
undefined4 local_20;
for (piVar1 = (int *)(**(code **)(*(int *)this + 8))(this); piVar1 != (int *)0x0;
piVar1 = (int *)(**(code **)(*(int *)this + 0xc))(this,piVar1)) {
local_24[0] = *param_3;
local_20 = *(undefined4 *)(param_3 + 2);
(**(code **)(*piVar1 + 0x60))(piVar1,param_1,local_24,param_4);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.