L L4D2node

AI_Response::operator=

0x005a9380 · 479 bytes · __thiscall

_ZN11AI_ResponseaSERKS_

Decompiled

undefined (2 params)

/* AI_Response::TEMPNAMEPLACEHOLDERVALUE(AI_Response const&) */

AI_Response * __thiscall AI_Response::operator=(AI_Response *this,AI_Response *param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  if (this != param_1) {
    Invalidate(this);
    *this = *param_1;
    *(undefined4 *)(this + 0xb0) = *(undefined4 *)(param_1 + 0xb0);
    *(undefined4 *)(this + 0x88) = *(undefined4 *)(param_1 + 0x88);
    *(undefined4 *)(this + 0x8c) = *(undefined4 *)(param_1 + 0x8c);
    *(undefined4 *)(this + 0x90) = *(undefined4 *)(param_1 + 0x90);
    *(undefined2 *)(this + 0x94) = *(undefined2 *)(param_1 + 0x94);
    *(undefined2 *)(this + 0x96) = *(undefined2 *)(param_1 + 0x96);
    this[0x98] = param_1[0x98];
    *(undefined4 *)(this + 0x99) = *(undefined4 *)(param_1 + 0x99);
    *(undefined4 *)(this + 0x9d) = *(undefined4 *)(param_1 + 0x9d);
    AI_ResponseParams::ScriptFollowup_t::operator=
              ((ScriptFollowup_t *)(this + 0xa1),(ScriptFollowup_t *)(param_1 + 0xa1));
    this[0xb8] = param_1[0xb8];
    *(undefined4 *)(this + 1) = *(undefined4 *)(param_1 + 1);
    *(undefined4 *)(this + 5) = *(undefined4 *)(param_1 + 5);
    *(undefined4 *)(this + 9) = *(undefined4 *)(param_1 + 9);
    *(undefined4 *)(this + 0xd) = *(undefined4 *)(param_1 + 0xd);
    *(undefined4 *)(this + 0x11) = *(undefined4 *)(param_1 + 0x11);
    *(undefined4 *)(this + 0x15) = *(undefined4 *)(param_1 + 0x15);
    *(undefined4 *)(this + 0x19) = *(undefined4 *)(param_1 + 0x19);
    *(undefined4 *)(this + 0x1d) = *(undefined4 *)(param_1 + 0x1d);
    *(undefined4 *)(this + 0x21) = *(undefined4 *)(param_1 + 0x21);
    *(undefined4 *)(this + 0x25) = *(undefined4 *)(param_1 + 0x25);
    *(undefined4 *)(this + 0x29) = *(undefined4 *)(param_1 + 0x29);
    *(undefined4 *)(this + 0x2d) = *(undefined4 *)(param_1 + 0x2d);
    *(undefined4 *)(this + 0x31) = *(undefined4 *)(param_1 + 0x31);
    *(undefined4 *)(this + 0x35) = *(undefined4 *)(param_1 + 0x35);
    *(undefined4 *)(this + 0x39) = *(undefined4 *)(param_1 + 0x39);
    *(undefined4 *)(this + 0x3d) = *(undefined4 *)(param_1 + 0x3d);
    *(undefined4 *)(this + 0x41) = *(undefined4 *)(param_1 + 0x41);
    *(undefined4 *)(this + 0x45) = *(undefined4 *)(param_1 + 0x45);
    *(undefined4 *)(this + 0x49) = *(undefined4 *)(param_1 + 0x49);
    *(undefined4 *)(this + 0x4d) = *(undefined4 *)(param_1 + 0x4d);
    *(undefined4 *)(this + 0x51) = *(undefined4 *)(param_1 + 0x51);
    *(undefined4 *)(this + 0x55) = *(undefined4 *)(param_1 + 0x55);
    *(undefined4 *)(this + 0x59) = *(undefined4 *)(param_1 + 0x59);
    *(undefined4 *)(this + 0x5d) = *(undefined4 *)(param_1 + 0x5d);
    *(undefined4 *)(this + 0x61) = *(undefined4 *)(param_1 + 0x61);
    *(undefined4 *)(this + 0x65) = *(undefined4 *)(param_1 + 0x65);
    *(undefined4 *)(this + 0x69) = *(undefined4 *)(param_1 + 0x69);
    *(undefined4 *)(this + 0x6d) = *(undefined4 *)(param_1 + 0x6d);
    *(undefined4 *)(this + 0x71) = *(undefined4 *)(param_1 + 0x71);
    *(undefined4 *)(this + 0x75) = *(undefined4 *)(param_1 + 0x75);
    *(undefined4 *)(this + 0x79) = *(undefined4 *)(param_1 + 0x79);
    *(undefined4 *)(this + 0x7d) = *(undefined4 *)(param_1 + 0x7d);
    SetContext(this,*(char **)(param_1 + 0xb4));
    iVar1 = *(int *)(param_1 + 0x84);
    if (*(int *)(this + 0x84) != 0) {
      (**(code **)(*g_pScriptVM + 0x30))(g_pScriptVM,*(int *)(this + 0x84));
      *(undefined4 *)(this + 0x84) = 0;
    }
    if (iVar1 != 0) {
      uVar2 = (**(code **)(*g_pScriptVM + 0x40))(g_pScriptVM,iVar1);
      *(undefined4 *)(this + 0x84) = uVar2;
    }
  }
  return this;
}

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)