L L4D2node

CSpeechScriptBridge::FindBestResponse

0x00809df0 · 227 bytes · __cdecl

_ZN19CSpeechScriptBridge16FindBestResponseERK14AI_CriteriaSetRN3rr211MatchInfo_tER11AI_ResponseP15IResponseFilter

Decompiled

undefined (4 params)

/* CSpeechScriptBridge::FindBestResponse(AI_CriteriaSet const&, rr2::MatchInfo_t&, AI_Response&,
   IResponseFilter*) */

undefined4
CSpeechScriptBridge::FindBestResponse
          (AI_CriteriaSet *param_1,MatchInfo_t *param_2,AI_Response *param_3,
          IResponseFilter *param_4)

{
  float fVar1;
  undefined4 uVar2;
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined1 local_20;
  
  local_38 = 0;
  local_34 = 0;
  local_30 = 0;
  local_2c = 0;
  local_28 = 0;
  local_24 = *(undefined4 *)(param_1 + 0x10);
  local_20 = 0;
                    /* try { // try from 00809e3d to 00809ea5 has its CatchHandler @ 00809ed9 */
  MapOldToNewQuery((CSpeechScriptBridge *)param_1,(AI_CriteriaSet *)param_2,
                   (CResponseQuery *)&local_38);
  (**(code **)(**(int **)(param_1 + 0x10) + 8))
            (&local_4c,*(int **)(param_1 + 0x10),
             (CUtlMemory<rr2::CResponseQuery::CFact,int> *)&local_38,0);
  *(undefined4 *)param_3 = local_4c;
  fVar1 = *(float *)param_3;
  *(undefined4 *)(param_3 + 4) = local_48;
  *(undefined4 *)(param_3 + 8) = local_44;
  if ((fVar1 == -2.1474836e+09) || (fVar1 <= 0.0)) {
    uVar2 = 0;
  }
  else {
    uVar2 = MakeOldResponse((CSpeechScriptBridge *)param_1,(AI_Response *)param_4,
                            *(CSpeechResponse_t **)(param_3 + 8),fVar1);
  }
  local_2c = 0;
  CUtlMemory<rr2::CResponseQuery::CFact,int>::Purge
            ((CUtlMemory<rr2::CResponseQuery::CFact,int> *)&local_38);
  local_28 = local_38;
  CUtlMemory<rr2::CResponseQuery::CFact,int>::Purge
            ((CUtlMemory<rr2::CResponseQuery::CFact,int> *)&local_38);
  return uVar2;
}

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)