CResponseSystem::ParseResponse_RespeakDelay
0x005b4790 · 166 bytes · __thiscall
_ZN15CResponseSystem26ParseResponse_RespeakDelayER8ResponseR13ResponseGroupP17AI_ResponseParams
Decompiled
undefined (4 params)
/* CResponseSystem::ParseResponse_RespeakDelay(Response&, ResponseGroup&, AI_ResponseParams*) */
void __thiscall
CResponseSystem::ParseResponse_RespeakDelay
(CResponseSystem *this,Response *param_1,ResponseGroup *param_2,AI_ResponseParams *param_3
)
{
int iVar1;
undefined2 uVar2;
undefined4 uVar3;
float local_24;
float local_20;
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) | 8;
ReadInterval((char *)&local_24);
uVar2 = float16::ConvertFloatTo16bits(local_24);
*(undefined2 *)(param_3 + 4) = uVar2;
uVar2 = float16::ConvertFloatTo16bits(local_20);
*(undefined2 *)(param_3 + 6) = 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.