L L4D2node

GetScriptDesc<AI_ResponseScriptWrapper>

0x0080ce20 · 146 bytes · __cdecl

_Z13GetScriptDescI24AI_ResponseScriptWrapperEP17ScriptClassDesc_tPT_.part.103

Decompiled

ScriptClassDesc_t * (1 param)

/* ScriptClassDesc_t* GetScriptDesc<AI_ResponseScriptWrapper>(AI_ResponseScriptWrapper*) [clone
   .part.103] */

ScriptClassDesc_t * GetScriptDesc<AI_ResponseScriptWrapper>(AI_ResponseScriptWrapper *param_1)

{
  int iVar1;
  ScriptClassDesc_t *pSVar2;
  
  GetScriptDesc<AI_ResponseScriptWrapper>(AI_ResponseScriptWrapper*)::bInitialized = 1;
  g_AI_ResponseScriptWrapper_ScriptDesc._8_4_ = s_Opaque_type_representing_a_retur_00cca17c;
  g_AI_ResponseScriptWrapper_ScriptDesc._0_4_ = s_AI_Response_00c570ae;
  g_AI_ResponseScriptWrapper_ScriptDesc._4_4_ = s_AI_ResponseScriptWrapper_00cc9916;
  g_AI_ResponseScriptWrapper_ScriptDesc._12_4_ = 0;
  g_AI_ResponseScriptWrapper_ScriptDesc._40_4_ =
       CScriptDestructor<AI_ResponseScriptWrapper>::Destruct;
  iVar1 = CUtlVector<ScriptFunctionBinding_t,CUtlMemory<ScriptFunctionBinding_t,int>>::InsertBefore
                    ((CUtlVector<ScriptFunctionBinding_t,CUtlMemory<ScriptFunctionBinding_t,int>> *)
                     (g_AI_ResponseScriptWrapper_ScriptDesc + 0x10),
                     g_AI_ResponseScriptWrapper_ScriptDesc._28_4_);
  pSVar2 = (ScriptClassDesc_t *)(iVar1 * 0x30 + g_AI_ResponseScriptWrapper_ScriptDesc._16_4_);
  *(char **)(pSVar2 + 8) =
       "Relative score of this match\'s quality (based on number of criteria matched)";
  *(char **)pSVar2 = "GetMatchScore";
  *(char **)(pSVar2 + 4) = "GetMatchScore";
  *(undefined4 *)(pSVar2 + 0xc) = 1;
  *(code **)(pSVar2 + 0x24) =
       CMemberScriptBinding0<AI_ResponseScriptWrapper*,float(AI_Response::*)(),float>::Call;
  *(code **)(pSVar2 + 0x28) = AI_Response::GetMatchScore;
  *(undefined4 *)(pSVar2 + 0x2c) = 1;
  return pSVar2;
}

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)