CResponseSystem::ParseResponseGroup_DefaultDelay
0x005b3f00 · 52 bytes · __cdecl
_ZN15CResponseSystem31ParseResponseGroup_DefaultDelayEPKcR13ResponseGroupR17AI_ResponseParams
Decompiled
undefined (3 params)
/* CResponseSystem::ParseResponseGroup_DefaultDelay(char const*, ResponseGroup&, AI_ResponseParams&)
*/
void CResponseSystem::ParseResponseGroup_DefaultDelay
(char *param_1,ResponseGroup *param_2,AI_ResponseParams *param_3)
{
undefined2 uVar1;
undefined2 *in_stack_00000010;
in_stack_00000010[7] = in_stack_00000010[7] | 1;
uVar1 = float16::ConvertFloatTo16bits(2.8);
*in_stack_00000010 = uVar1;
uVar1 = float16::ConvertFloatTo16bits(0.4000001);
in_stack_00000010[1] = uVar1;
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.