CResponseSystem::GetAllResponses
0x005b7300 · 216 bytes · __thiscall
_ZN15CResponseSystem15GetAllResponsesEP10CUtlVectorI11AI_Response10CUtlMemoryIS1_iEE
Decompiled
undefined (2 params)
/* CResponseSystem::GetAllResponses(CUtlVector<AI_Response, CUtlMemory<AI_Response, int> >*) */
void __thiscall CResponseSystem::GetAllResponses(CResponseSystem *this,CUtlVector *param_1)
{
undefined4 uVar1;
byte bVar2;
int iVar3;
int iVar4;
int iVar5;
int iVar6;
int iVar7;
int local_2c;
local_2c = 0;
if (*(short *)(this + 0x1e) != 0) {
do {
iVar5 = 0;
iVar4 = local_2c * 0x20 + *(int *)(this + 0x10);
if (0 < *(int *)(iVar4 + 0x14)) {
iVar6 = 0;
do {
iVar7 = *(int *)(iVar4 + 0xc) + iVar6;
bVar2 = *(byte *)(iVar7 + 0x2f) & 0x3f;
if (bVar2 != 4) {
uVar1 = *(undefined4 *)(iVar7 + 0x28);
iVar3 = CUtlVector<AI_Response,CUtlMemory<AI_Response,int>>::InsertBefore
((CUtlVector<AI_Response,CUtlMemory<AI_Response,int>> *)param_1,
*(int *)(param_1 + 0xc));
AI_Response::Init((AI_Response *)(iVar3 * 0xbc + *(int *)param_1),bVar2,uVar1,iVar7,0,0,
0);
}
iVar5 = iVar5 + 1;
iVar6 = iVar6 + 0x50;
} while (iVar5 < *(int *)(iVar4 + 0x14));
}
local_2c = local_2c + 1;
} while (local_2c < (int)(uint)*(ushort *)(this + 0x1e));
}
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.