AI_Response::Init
0x005a9560 · 215 bytes · __thiscall
_ZN11AI_Response4InitE14ResponseType_tPKcRK17AI_ResponseParamsS2_S2_b
Decompiled
undefined (7 params)
/* AI_Response::Init(ResponseType_t, char const*, AI_ResponseParams const&, char const*, char
const*, bool) */
void __thiscall
AI_Response::Init(AI_Response *this,AI_Response param_2,char *param_3,undefined4 *param_4,
char *param_5,char *param_6,AI_Response param_7)
{
char *pcVar1;
*this = param_2;
V_strncpy((char *)(this + 1),param_3,0x40);
pcVar1 = "NULL";
if (param_5 != (char *)0x0) {
pcVar1 = param_5;
}
V_strncpy((char *)(this + 0x41),pcVar1,0x40);
*(undefined4 *)(this + 0x88) = *param_4;
*(undefined4 *)(this + 0x8c) = param_4[1];
*(undefined4 *)(this + 0x90) = param_4[2];
*(undefined2 *)(this + 0x94) = *(undefined2 *)(param_4 + 3);
*(undefined2 *)(this + 0x96) = *(undefined2 *)((int)param_4 + 0xe);
this[0x98] = *(AI_Response *)(param_4 + 4);
*(undefined4 *)(this + 0x99) = *(undefined4 *)((int)param_4 + 0x11);
*(undefined4 *)(this + 0x9d) = *(undefined4 *)((int)param_4 + 0x15);
AI_ResponseParams::ScriptFollowup_t::operator=
((ScriptFollowup_t *)(this + 0xa1),(ScriptFollowup_t *)((int)param_4 + 0x19));
SetContext(this,param_6);
this[0xb8] = param_7;
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.