L L4D2node

CResponseSystem::ParseResponseGroup_Start

0x005ba850 · 240 bytes · __cdecl

_ZN15CResponseSystem24ParseResponseGroup_StartEPKcR13ResponseGroupR17AI_ResponseParams

Decompiled

undefined (3 params)

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

void CResponseSystem::ParseResponseGroup_Start
               (char *param_1,ResponseGroup *param_2,AI_ResponseParams *param_3)

{
  char *pcVar1;
  undefined4 uVar2;
  int iVar3;
  
  pcVar1 = param_1 + 0x38c8;
LAB_005ba865:
  if (param_1[0x3d7c] != '\0') goto LAB_005ba8d5;
  do {
    if (0 < *(int *)(param_1 + 0x3d8c)) {
      iVar3 = *(int *)(param_1 + 0x3d80);
      uVar2 = RR_Parse(*(char **)(iVar3 + 8),pcVar1);
      *(undefined4 *)(iVar3 + 8) = uVar2;
      *(int *)(*(int *)(param_1 + 0x3d80) + 0xc) = *(int *)(*(int *)(param_1 + 0x3d80) + 0xc) + 1;
    }
    while( true ) {
      iVar3 = _V_stricmp(pcVar1,"}");
      if (iVar3 == 0) {
        return;
      }
      iVar3 = _V_stricmp(pcVar1,"permitrepeats");
      if (iVar3 != 0) {
        iVar3 = _V_stricmp(pcVar1,"sequential");
        if (iVar3 == 0) {
          param_3[0x13] = (AI_ResponseParams)((byte)param_3[0x13] | 8);
        }
        else {
          iVar3 = _V_stricmp(pcVar1,"norepeat");
          if (iVar3 == 0) {
            param_3[0x13] = (AI_ResponseParams)((byte)param_3[0x13] | 0x10);
          }
          else {
            ParseOneResponse((CResponseSystem *)param_1,(char *)param_2,(ResponseGroup *)param_3,
                             (AI_ResponseParams *)0x0);
          }
        }
        goto LAB_005ba865;
      }
      param_3[0x13] = (AI_ResponseParams)((byte)param_3[0x13] & 0xfe);
      if (param_1[0x3d7c] == '\0') break;
LAB_005ba8d5:
      param_1[0x3d7c] = '\0';
    }
  } while( true );
}

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)