L L4D2node

AI_Response::DescribeResponse

0x005a8760 · 38 bytes · __cdecl

_ZN11AI_Response16DescribeResponseE14ResponseType_t

Decompiled

undefined (1 param)

/* AI_Response::DescribeResponse(ResponseType_t) */

char * AI_Response::DescribeResponse(uint param_1)

{
  char *pcVar1;
  
  pcVar1 = "???AI_Response bogus index";
  if (param_1 < 7) {
    pcVar1 = "RESPONSE_NONE";
    if (param_1 - 1 < 5) {
      pcVar1 = *(char **)(CSWTCH_1009 + (param_1 - 1) * 4);
    }
  }
  return pcVar1;
}

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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)