L L4D2node

CAI_BehaviorBase::ClearSchedule

0x005a6540 · 75 bytes · __cdecl

_ZN16CAI_BehaviorBase13ClearScheduleEiPKc

Decompiled

undefined (2 params)

/* CAI_BehaviorBase::ClearSchedule(int, char const*) */

void CAI_BehaviorBase::ClearSchedule(int param_1,char *param_2)

{
  int iVar1;
  
  if ((-1 < (int)param_2) && ((int)param_2 < *(int *)(param_1 + 0x18))) {
    iVar1 = *(int *)(param_1 + 0xc) + (int)param_2 * 0x28;
    *(undefined4 *)(iVar1 + 0x18) = 0;
    *(undefined4 *)(iVar1 + 0x1c) = 0;
    *(undefined1 *)(iVar1 + 0x24) = 1;
    *(undefined4 *)(iVar1 + 0x14) = 0;
    *(undefined4 *)(iVar1 + 8) = 1000000000;
    *(undefined4 *)(iVar1 + 4) = 0;
    *(undefined4 *)(iVar1 + 0x10) = 0;
  }
  return;
}

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)