GetScriptDesc<AI_ResponseScriptWrapper>
0x0080cec0 · 33 bytes · __cdecl
_Z13GetScriptDescI24AI_ResponseScriptWrapperEP17ScriptClassDesc_tPT_
Decompiled
ScriptClassDesc_t * (1 param)
/* ScriptClassDesc_t* GetScriptDesc<AI_ResponseScriptWrapper>(AI_ResponseScriptWrapper*) */
ScriptClassDesc_t * GetScriptDesc<AI_ResponseScriptWrapper>(AI_ResponseScriptWrapper *param_1)
{
AI_ResponseScriptWrapper *in_stack_fffffff4;
if (GetScriptDesc<AI_ResponseScriptWrapper>(AI_ResponseScriptWrapper*)::bInitialized == '\0') {
GetScriptDesc<AI_ResponseScriptWrapper>(in_stack_fffffff4);
return (ScriptClassDesc_t *)g_AI_ResponseScriptWrapper_ScriptDesc;
}
return (ScriptClassDesc_t *)g_AI_ResponseScriptWrapper_ScriptDesc;
}
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.