L L4D2node

ConceptHistory_t::ConceptHistory_t

0x005d0d80 · 58 bytes · __thiscall

_ZN16ConceptHistory_tC2ERKS_

Decompiled

undefined (2 params)

/* ConceptHistory_t::ConceptHistory_t(ConceptHistory_t const&) */

void __thiscall ConceptHistory_t::ConceptHistory_t(ConceptHistory_t *this,ConceptHistory_t *param_1)

{
  AI_Response::AI_Response((AI_Response *)(this + 4));
  *(undefined4 *)this = *(undefined4 *)param_1;
                    /* try { // try from 005d0dad to 005d0db1 has its CatchHandler @ 005d0dba */
  AI_Response::operator=((AI_Response *)(this + 4),(AI_Response *)(param_1 + 4));
  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)