AI_Response::Describe
0x005a97f0 · 234 bytes · __thiscall
_ZN11AI_Response8DescribeEv
Decompiled
undefined (1 param)
/* AI_Response::Describe() */
void __thiscall AI_Response::Describe(AI_Response *this)
{
char *pcVar1;
uint uVar2;
undefined4 local_44 [14];
CUtlBuffer::CUtlBuffer((CUtlBuffer *)local_44,0,0x400,5);
if (this[0x41] != (AI_Response)0x0) {
CUtlBuffer::Printf((CUtlBuffer *)local_44,"Matched rule \'%s\', ",this + 0x41);
}
if (*(int *)(this + 0xb4) != 0) {
pcVar1 = "world";
if (this[0xb8] == (AI_Response)0x0) {
pcVar1 = "speaker";
}
/* try { // try from 005a9859 to 005a98de has its CatchHandler @ 005a98e4 */
CUtlBuffer::Printf((CUtlBuffer *)local_44,"Contexts to set \'%s\' on %s, ",*(int *)(this + 0xb4)
,pcVar1);
}
pcVar1 = "???AI_Response bogus index";
if ((byte)*this < 7) {
uVar2 = (byte)*this - 1;
pcVar1 = "RESPONSE_NONE";
if (uVar2 < 5) {
pcVar1 = *(char **)(CSWTCH_1009 + uVar2 * 4);
}
}
CUtlBuffer::Printf((CUtlBuffer *)local_44,"response %s = \'%s\'\n",pcVar1,this + 1);
DevMsg("%s",local_44[0]);
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_44);
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.