L L4D2node

CResponseSystem::ParseResponse_Weight

0x005b43b0 · 149 bytes · __cdecl

_ZN15CResponseSystem20ParseResponse_WeightER8ResponseR13ResponseGroupP17AI_ResponseParams

Decompiled

undefined (3 params)

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

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

{
  int iVar1;
  undefined2 uVar2;
  undefined4 uVar3;
  double dVar4;
  
  if (param_1[0x3d7c] == (Response)0x0) {
    if (0 < *(int *)(param_1 + 0x3d8c)) {
      iVar1 = *(int *)(param_1 + 0x3d80);
      uVar3 = RR_Parse(*(char **)(iVar1 + 8),(char *)(param_1 + 0x38c8));
      *(undefined4 *)(iVar1 + 8) = uVar3;
      *(int *)(*(int *)(param_1 + 0x3d80) + 0xc) = *(int *)(*(int *)(param_1 + 0x3d80) + 0xc) + 1;
    }
  }
  else {
    param_1[0x3d7c] = (Response)0x0;
  }
  dVar4 = strtod((char *)(param_1 + 0x38c8),(char **)0x0);
  uVar2 = float16::ConvertFloatTo16bits((float)dVar4);
  *(undefined2 *)(param_2 + 0x2c) = uVar2;
  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)