L L4D2node

CAI_LocalIdSpace::SetLocalBase

0x005b3850 · 61 bytes · __thiscall

_ZN16CAI_LocalIdSpace12SetLocalBaseEi

Decompiled

undefined (2 params)

/* CAI_LocalIdSpace::SetLocalBase(int) */

undefined4 __thiscall CAI_LocalIdSpace::SetLocalBase(CAI_LocalIdSpace *this,int param_1)

{
  int iVar1;
  
  if (*(int *)(this + 4) == 9999) {
    *(int *)(this + 4) = param_1;
    if (*(int *)(this + 0x10) == 0) {
      return 1;
    }
    iVar1 = *(int *)(*(int *)(this + 0x10) + 4);
    if (iVar1 == 9999) {
      return 1;
    }
    if (iVar1 < param_1) {
      return 1;
    }
  }
  return 0;
}

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)