L L4D2node

CResponseSystem::ParseResponseGroup_Odds

0x005b4450 · 220 bytes · __thiscall

_ZN15CResponseSystem23ParseResponseGroup_OddsEPKcR13ResponseGroupR17AI_ResponseParams

Decompiled

undefined (4 params)

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

void __thiscall
CResponseSystem::ParseResponseGroup_Odds
          (CResponseSystem *this,char *param_1,ResponseGroup *param_2,AI_ResponseParams *param_3)

{
  int iVar1;
  undefined4 uVar2;
  long lVar3;
  undefined2 uVar4;
  CResponseSystem *__nptr;
  
  if (this[0x3d7c] == (CResponseSystem)0x0) {
    if (0 < *(int *)(this + 0x3d8c)) {
      iVar1 = *(int *)(this + 0x3d80);
      uVar2 = RR_Parse(*(char **)(iVar1 + 8),(char *)(this + 0x38c8));
      *(undefined4 *)(iVar1 + 8) = uVar2;
      *(int *)(*(int *)(this + 0x3d80) + 0xc) = *(int *)(*(int *)(this + 0x3d80) + 0xc) + 1;
    }
  }
  else {
    this[0x3d7c] = (CResponseSystem)0x0;
  }
  __nptr = this + 0x38c8;
  *(ushort *)(param_3 + 0xe) = *(ushort *)(param_3 + 0xe) | 4;
  lVar3 = strtol((char *)__nptr,(char **)0x0,10);
  uVar4 = 100;
  if (lVar3 < 0x65) {
    lVar3 = strtol((char *)__nptr,(char **)0x0,10);
    uVar4 = 0;
    if (-1 < lVar3) {
      lVar3 = strtol((char *)__nptr,(char **)0x0,10);
      *(short *)(param_3 + 0xc) = (short)lVar3;
      return;
    }
  }
  *(undefined2 *)(param_3 + 0xc) = uVar4;
  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)