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 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.