CResponseSystem::DescribeResponseGroup
0x005b5210 · 425 bytes · __thiscall
_ZN15CResponseSystem21DescribeResponseGroupEP13ResponseGroupii
Decompiled
undefined (4 params)
/* CResponseSystem::DescribeResponseGroup(ResponseGroup*, int, int) */
void __thiscall
CResponseSystem::DescribeResponseGroup
(CResponseSystem *this,ResponseGroup *param_1,int param_2,int param_3)
{
ushort uVar1;
int iVar2;
undefined4 uVar3;
byte bVar4;
undefined4 uVar5;
int iVar6;
undefined *puVar7;
int iVar8;
float fVar9;
double local_24;
iVar2 = *(int *)(param_1 + 8);
iVar8 = 0;
if (0 < iVar2) {
do {
iVar6 = iVar8 * 0x50 + *(int *)param_1;
uVar1 = *(ushort *)(iVar6 + 0x2c);
if ((uVar1 & 0x7fff) == 0x7c00) {
local_24 = 65504.0;
if ((short)uVar1 < 0) {
local_24 = -65504.0;
}
}
else {
bVar4 = (byte)(uVar1 >> 8);
if ((bVar4 & 0x7c) == 0x7c) {
if ((uVar1 & 0x3ff) == 0) goto LAB_005b5368;
local_24 = 0.0;
}
else {
if (((uVar1 & 0x7c00) == 0) && ((uVar1 & 0x3ff) != 0)) {
fVar9 = 1.0;
if ((short)uVar1 < 0) {
fVar9 = -1.0;
}
fVar9 = ((float)(uVar1 & 0x3ff) + 0.0) * 5.9604645e-08 * fVar9;
}
else {
LAB_005b5368:
fVar9 = (float)((uVar1 & 0x3ff) << 0xd | (uint)(bVar4 >> 7) << 0x1f |
(uint)((uVar1 >> 10 & 0x1f) != 0) * ((uVar1 >> 10 & 0x1f) + 0x70) *
0x800000);
}
local_24 = (double)fVar9;
}
}
uVar3 = *(undefined4 *)(iVar6 + 0x28);
uVar5 = AI_Response::DescribeResponse(*(byte *)(iVar6 + 0x2f) & 0x3f);
puVar7 = &DAT_00c5783b;
if (iVar8 != param_2) {
puVar7 = &DAT_00c5783f;
}
iVar8 = iVar8 + 1;
DebugPrint(this,param_3 + 1,"%s%20s : %40s %5.3f\n",puVar7,uVar5,uVar3,local_24);
} while (iVar8 != iVar2);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.