L L4D2node

AI_Response::Invalidate

0x005a86e0 · 51 bytes · __thiscall

_ZN11AI_Response10InvalidateEv

Decompiled

undefined (1 param)

/* AI_Response::Invalidate() */

void __thiscall AI_Response::Invalidate(AI_Response *this)

{
  if (*(void **)(this + 0xb4) != (void *)0x0) {
    operator_delete__(*(void **)(this + 0xb4));
    *(undefined4 *)(this + 0xb4) = 0;
  }
  *this = (AI_Response)0x0;
  this[1] = (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)