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 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.