L L4D2node

CAI_Expresser::IsValidResponse

0x005d0bc0 · 186 bytes · __thiscall

_ZN13CAI_Expresser15IsValidResponseE14ResponseType_tPKc

Decompiled

undefined (3 params)

/* CAI_Expresser::IsValidResponse(ResponseType_t, char const*) */

bool __thiscall CAI_Expresser::IsValidResponse(CAI_Expresser *this,int param_2,char *param_3)

{
  uint uVar1;
  bool bVar2;
  undefined *puVar3;
  CBaseEntity *this_00;
  int in_GS_OFFSET;
  longdouble extraout_ST0;
  char local_110 [256];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  bVar2 = true;
  if (param_2 == 3) {
    uVar1 = *(uint *)(this + 0x40);
    this_00 = (CBaseEntity *)0x0;
    if (((uVar1 != 0xffffffff) &&
        (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
      this_00 = *(CBaseEntity **)(puVar3 + 4);
    }
    CBaseEntity::GenderExpandString(this_00,param_3,local_110,0x100);
    GetSceneDuration(local_110);
    bVar2 = 0.0 < (float)extraout_ST0;
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return bVar2;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)