CAI_Expresser::GetResponseDuration
0x005d10e0 · 299 bytes · __thiscall
_ZN13CAI_Expresser19GetResponseDurationEP11AI_Response
Decompiled
undefined (2 params)
/* CAI_Expresser::GetResponseDuration(AI_Response*) */
longdouble __thiscall CAI_Expresser::GetResponseDuration(CAI_Expresser *this,AI_Response *param_1)
{
AI_Response AVar1;
uint uVar2;
char *pcVar3;
undefined *puVar4;
int *piVar5;
undefined1 *puVar6;
int in_GS_OFFSET;
longdouble lVar7;
float fVar8;
char *local_130;
char local_120 [256];
int local_20;
puVar6 = &stack0xfffffeb4;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
AI_Response::GetResponse(param_1,local_120,0x100);
AVar1 = *param_1;
if (AVar1 == (AI_Response)0x2) {
fVar8 = 999.0;
goto LAB_005d1138;
}
if ((byte)AVar1 < 3) {
if (AVar1 == (AI_Response)0x1) {
uVar2 = *(uint *)(this + 0x40);
piVar5 = (int *)0x0;
if (((uVar2 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) {
piVar5 = *(int **)(puVar4 + 4);
}
(**(code **)(*piVar5 + 0x20))();
puVar6 = &stack0xfffffeb0;
pcVar3 = "";
if (local_130 != (char *)0x0) {
pcVar3 = local_130;
}
lVar7 = (longdouble)CBaseEntity::GetSoundDuration(local_120,pcVar3);
fVar8 = (float)lVar7;
goto LAB_005d1138;
}
}
else {
if (AVar1 == (AI_Response)0x3) {
lVar7 = (longdouble)GetSceneDuration(local_120);
fVar8 = (float)lVar7;
puVar6 = &stack0xfffffeb4;
goto LAB_005d1138;
}
fVar8 = 1.0;
puVar6 = &stack0xfffffeb4;
if (AVar1 == (AI_Response)0x5) goto LAB_005d1138;
}
fVar8 = 0.0;
puVar6 = &stack0xfffffeb4;
LAB_005d1138:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return (longdouble)fVar8;
}
/* WARNING: Subroutine does not return */
*(undefined **)(puVar6 + -4) = &UNK_005d121c;
__stack_chk_fail();
}
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.