L L4D2node

AI_ResponseParams::ScriptFollowup_t::ScriptFollowup_t

0x0080a300 · 75 bytes · __thiscall

_ZN17AI_ResponseParams16ScriptFollowup_tC2ERKP9HSCRIPT__S4_f

Decompiled

undefined (4 params)

/* AI_ResponseParams::ScriptFollowup_t::ScriptFollowup_t(HSCRIPT__* const&, HSCRIPT__* const&,
   float) */

void __thiscall
AI_ResponseParams::ScriptFollowup_t::ScriptFollowup_t
          (ScriptFollowup_t *this,HSCRIPT__ **param_1,HSCRIPT__ **param_2,float param_3)

{
  undefined4 uVar1;
  
  uVar1 = (**(code **)(*g_pScriptVM + 0x40))(g_pScriptVM,*param_1);
  *(undefined4 *)this = uVar1;
  uVar1 = (**(code **)(*g_pScriptVM + 0x40))(g_pScriptVM,*param_2);
  *(undefined4 *)(this + 4) = uVar1;
  *(float *)(this + 8) = param_3;
  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)