L L4D2node

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 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)