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 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.