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 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.