L L4D2node

CResponseSystem::ParseResponseGroup_Soundlevel

0x005b4230 · 125 bytes · __thiscall

_ZN15CResponseSystem29ParseResponseGroup_SoundlevelEPKcR13ResponseGroupR17AI_ResponseParams

Decompiled

undefined (4 params)

/* CResponseSystem::ParseResponseGroup_Soundlevel(char const*, ResponseGroup&, AI_ResponseParams&)
    */

void __thiscall
CResponseSystem::ParseResponseGroup_Soundlevel
          (CResponseSystem *this,char *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 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)