L L4D2node

AI_Response::Init

0x005a9560 · 215 bytes · __thiscall

_ZN11AI_Response4InitE14ResponseType_tPKcRK17AI_ResponseParamsS2_S2_b

Decompiled

undefined (7 params)

/* AI_Response::Init(ResponseType_t, char const*, AI_ResponseParams const&, char const*, char
   const*, bool) */

void __thiscall
AI_Response::Init(AI_Response *this,AI_Response param_2,char *param_3,undefined4 *param_4,
                 char *param_5,char *param_6,AI_Response param_7)

{
  char *pcVar1;
  
  *this = param_2;
  V_strncpy((char *)(this + 1),param_3,0x40);
  pcVar1 = "NULL";
  if (param_5 != (char *)0x0) {
    pcVar1 = param_5;
  }
  V_strncpy((char *)(this + 0x41),pcVar1,0x40);
  *(undefined4 *)(this + 0x88) = *param_4;
  *(undefined4 *)(this + 0x8c) = param_4[1];
  *(undefined4 *)(this + 0x90) = param_4[2];
  *(undefined2 *)(this + 0x94) = *(undefined2 *)(param_4 + 3);
  *(undefined2 *)(this + 0x96) = *(undefined2 *)((int)param_4 + 0xe);
  this[0x98] = *(AI_Response *)(param_4 + 4);
  *(undefined4 *)(this + 0x99) = *(undefined4 *)((int)param_4 + 0x11);
  *(undefined4 *)(this + 0x9d) = *(undefined4 *)((int)param_4 + 0x15);
  AI_ResponseParams::ScriptFollowup_t::operator=
            ((ScriptFollowup_t *)(this + 0xa1),(ScriptFollowup_t *)((int)param_4 + 0x19));
  SetContext(this,param_6);
  this[0xb8] = param_7;
  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)