L L4D2node

CAI_Concept::operator=

0x005d9800 · 60 bytes · __thiscall

_ZN11CAI_ConceptaSEPKc

Decompiled

undefined (2 params)

/* CAI_Concept::TEMPNAMEPLACEHOLDERVALUE(char const*) */

CAI_Concept * __thiscall CAI_Concept::operator=(CAI_Concept *this,char *param_1)

{
  undefined2 local_e [3];
  
  InitializeAIConceptTable();
  CUtlSymbolTable::AddString((char *)local_e);
  *(undefined2 *)this = local_e[0];
  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)