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 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.