L L4D2node

AI_ResponseParams::ScriptFollowup_t::operator=

0x0080a3a0 · 77 bytes · __thiscall

_ZN17AI_ResponseParams16ScriptFollowup_taSERKS0_

Decompiled

undefined (2 params)

/* AI_ResponseParams::ScriptFollowup_t::TEMPNAMEPLACEHOLDERVALUE(AI_ResponseParams::ScriptFollowup_t
   const&) */

ScriptFollowup_t * __thiscall
AI_ResponseParams::ScriptFollowup_t::operator=(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 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)