CResponseSystem::ParseResponse_Soundlevel
0x005b41b0 · 125 bytes · __thiscall
_ZN15CResponseSystem24ParseResponse_SoundlevelER8ResponseR13ResponseGroupP17AI_ResponseParams
Decompiled
undefined (4 params)
/* CResponseSystem::ParseResponse_Soundlevel(Response&, ResponseGroup&, AI_ResponseParams*) */
void __thiscall
CResponseSystem::ParseResponse_Soundlevel
(CResponseSystem *this,Response *param_1,ResponseGroup *param_2,AI_ResponseParams *param_3
)
{
int iVar1;
AI_ResponseParams AVar2;
undefined4 uVar3;
if (this[0x3d7c] == (CResponseSystem)0x0) {
if (0 < *(int *)(this + 0x3d8c)) {
iVar1 = *(int *)(this + 0x3d80);
uVar3 = RR_Parse(*(char **)(iVar1 + 8),(char *)(this + 0x38c8));
*(undefined4 *)(iVar1 + 8) = uVar3;
*(int *)(*(int *)(this + 0x3d80) + 0xc) = *(int *)(*(int *)(this + 0x3d80) + 0xc) + 1;
}
}
else {
this[0x3d7c] = (CResponseSystem)0x0;
}
*(ushort *)(param_3 + 0xe) = *(ushort *)(param_3 + 0xe) | 0x10;
AVar2 = (AI_ResponseParams)TextToSoundLevel((char *)(this + 0x38c8));
param_3[0x10] = AVar2;
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.