L L4D2node

CAI_LocalIdSpace::CAI_LocalIdSpace

0x005b37b0 · 66 bytes · __thiscall

_ZN16CAI_LocalIdSpaceC1Eb

Decompiled

undefined (2 params)

/* CAI_LocalIdSpace::CAI_LocalIdSpace(bool) */

void __thiscall CAI_LocalIdSpace::CAI_LocalIdSpace(CAI_LocalIdSpace *this,bool param_1)

{
  undefined4 uVar1;
  
  if (param_1) {
    *(undefined4 *)this = 0;
    uVar1 = 0;
  }
  else {
    *(undefined4 *)this = 0xffffffff;
    uVar1 = 9999;
  }
  *(undefined4 *)(this + 4) = uVar1;
  *(undefined4 *)(this + 8) = 0xffffffff;
  *(undefined4 *)(this + 0xc) = 0xffffffff;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  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)