L L4D2node

AI_Response::AI_Response

0x005a85b0 · 195 bytes · __thiscall

_ZN11AI_ResponseC1Ev

Decompiled

undefined (1 param)

/* AI_Response::AI_Response() */

void __thiscall AI_Response::AI_Response(AI_Response *this)

{
  *(undefined2 *)(this + 0x96) = 0;
  *(undefined2 *)(this + 0x94) = 100;
  *(undefined2 *)(this + 0x88) = 0;
  *(undefined2 *)(this + 0x8a) = 0;
  *(undefined2 *)(this + 0x8c) = 0;
  *(undefined2 *)(this + 0x8e) = 0;
  *(undefined2 *)(this + 0x90) = 0;
  *(undefined2 *)(this + 0x92) = 0;
  *(undefined4 *)(this + 0x84) = 0;
  *(undefined4 *)(this + 0xa1) = 0;
  *(undefined4 *)(this + 0xa5) = 0;
  *(undefined4 *)(this + 0xa9) = 0;
  this[0x98] = (AI_Response)0x0;
  *(undefined2 *)(this + 0x99) = 0;
  *(undefined2 *)(this + 0x9b) = 0;
  *(undefined4 *)(this + 0x9d) = 0;
  *(undefined4 *)(this + 0xb0) = 0;
  *this = (AI_Response)0x0;
  this[1] = (AI_Response)0x0;
  this[0x41] = (AI_Response)0x0;
  *(undefined4 *)(this + 0xb4) = 0;
  this[0xb8] = (AI_Response)0x0;
  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)