L L4D2node

CResponseSystem::ParseResponse_DisplayFirst

0x005b3a70 · 19 bytes · __cdecl

_ZN15CResponseSystem26ParseResponse_DisplayFirstER8ResponseR13ResponseGroupP17AI_ResponseParams

Decompiled

undefined (3 params)

/* CResponseSystem::ParseResponse_DisplayFirst(Response&, ResponseGroup&, AI_ResponseParams*) */

void CResponseSystem::ParseResponse_DisplayFirst
               (Response *param_1,ResponseGroup *param_2,AI_ResponseParams *param_3)

{
  param_2[0x2f] = (ResponseGroup)((byte)param_2[0x2f] | 0x40);
  param_3[0x13] = (AI_ResponseParams)((byte)param_3[0x13] | 2);
  return;
}

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)