L L4D2node

ConceptHistory_t::operator=

0x005d0dd0 · 51 bytes · __thiscall

_ZN16ConceptHistory_taSERKS_

Decompiled

undefined (2 params)

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

ConceptHistory_t * __thiscall
ConceptHistory_t::operator=(ConceptHistory_t *this,ConceptHistory_t *param_1)

{
  if (this != param_1) {
    *(undefined4 *)this = *(undefined4 *)param_1;
    AI_Response::operator=((AI_Response *)(this + 4),(AI_Response *)(param_1 + 4));
  }
  return this;
}

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)