AI_Response::GetName
0x005a8720 · 24 bytes · __thiscall
_ZNK11AI_Response7GetNameEPcj
Decompiled
undefined (3 params)
/* AI_Response::GetName(char*, unsigned int) const */
void __thiscall AI_Response::GetName(AI_Response *this,char *param_1,uint param_2)
{
V_strncpy(param_1,(char *)(this + 1),param_2);
return;
}
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.