L L4D2node

CAI_LocalIdSpace::Init

0x005b3800 · 68 bytes · __thiscall

_ZN16CAI_LocalIdSpace4InitEP19CAI_GlobalNamespacePS_

Decompiled

undefined (3 params)

/* CAI_LocalIdSpace::Init(CAI_GlobalNamespace*, CAI_LocalIdSpace*) */

undefined4 __thiscall
CAI_LocalIdSpace::Init
          (CAI_LocalIdSpace *this,CAI_GlobalNamespace *param_1,CAI_LocalIdSpace *param_2)

{
  if (*(int *)(this + 0xc) != -1) {
    *(undefined4 *)(this + 8) = 0xffffffff;
    *(undefined4 *)(this + 0xc) = 0xffffffff;
    *(uint *)(this + 4) = ~-(uint)(param_2 == (CAI_LocalIdSpace *)0x0) & 9999;
  }
  *(CAI_LocalIdSpace **)(this + 0x10) = param_2;
  *(CAI_GlobalNamespace **)(this + 0x14) = param_1;
  *(undefined4 *)this = *(undefined4 *)(param_1 + 4);
  return 1;
}

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)