CAI_ExpresserWithFollowup::DispatchScriptFollowupThroughQueue
0x005b1e90 · 248 bytes · __cdecl
_ZN25CAI_ExpresserWithFollowup34DispatchScriptFollowupThroughQueueEP9HSCRIPT__S1_fP11CBaseEntityP14AI_CriteriaSet
Decompiled
undefined (5 params)
/* CAI_ExpresserWithFollowup::DispatchScriptFollowupThroughQueue(HSCRIPT__*, HSCRIPT__*, float,
CBaseEntity*, AI_CriteriaSet*) */
void CAI_ExpresserWithFollowup::DispatchScriptFollowupThroughQueue
(HSCRIPT__ *param_1,HSCRIPT__ *param_2,float param_3,CBaseEntity *param_4,
AI_CriteriaSet *param_5)
{
char cVar1;
char *pcVar2;
AI_CriteriaSet local_3c [44];
AI_CriteriaSet::AI_CriteriaSet(local_3c);
if (param_4 != (CBaseEntity *)0x0) {
/* try { // try from 005b1eb0 to 005b1f89 has its CatchHandler @ 005b1f8f */
cVar1 = (**(code **)(*(int *)param_4 + 0x16c))(param_4);
if (cVar1 != '\0') {
pcVar2 = (char *)GetResponseName((CTerrorPlayer *)param_4);
AI_CriteriaSet::AppendCriteria(local_3c,"Subject",pcVar2,1.0);
AI_CriteriaSet::AppendCriteria(local_3c,"From",pcVar2,1.0);
goto LAB_005b1eea;
}
}
pcVar2 = "";
if (*(char **)(param_4 + 0x154) != (char *)0x0) {
pcVar2 = *(char **)(param_4 + 0x154);
}
AI_CriteriaSet::AppendCriteria(local_3c,"From",pcVar2,1.0);
LAB_005b1eea:
AI_CriteriaSet::Merge(local_3c,param_5);
CScriptSpeechQueue::Add
((CScriptSpeechQueue *)g_ResponseQueueManager._16_4_,param_1,param_2,
param_3 + *(float *)(gpGlobals + 0xc),param_4,local_3c);
AI_CriteriaSet::~AI_CriteriaSet(local_3c);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.