AI_ResponseParams::ScriptFollowup_t::ScriptFollowup_t
0x0080a350 · 75 bytes · __thiscall
_ZN17AI_ResponseParams16ScriptFollowup_tC2ERKS0_
Decompiled
undefined (2 params)
/* AI_ResponseParams::ScriptFollowup_t::ScriptFollowup_t(AI_ResponseParams::ScriptFollowup_t const&)
*/
void __thiscall
AI_ResponseParams::ScriptFollowup_t::ScriptFollowup_t
(ScriptFollowup_t *this,ScriptFollowup_t *param_1)
{
undefined4 uVar1;
uVar1 = (**(code **)(*g_pScriptVM + 0x40))(g_pScriptVM,*(undefined4 *)param_1);
*(undefined4 *)this = uVar1;
uVar1 = (**(code **)(*g_pScriptVM + 0x40))(g_pScriptVM,*(undefined4 *)(param_1 + 4));
*(undefined4 *)(this + 4) = uVar1;
*(undefined4 *)(this + 8) = *(undefined4 *)(param_1 + 8);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.