L L4D2node

AIBehaviorChannelSaveHeader_t::GetBaseMap

0x005a6a00 · 7 bytes · __cdecl

_ZN29AIBehaviorChannelSaveHeader_t10GetBaseMapEv

Decompiled

undefined (0 params)

/* AIBehaviorChannelSaveHeader_t::GetBaseMap() */

undefined4 AIBehaviorChannelSaveHeader_t::GetBaseMap(void)

{
  return 0;
}

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)