L L4D2node

AI_Response::SetScriptFollowup

0x0080a530 · 85 bytes · __thiscall

_ZN11AI_Response17SetScriptFollowupEP9HSCRIPT__S1_f

Decompiled

undefined (4 params)

/* AI_Response::SetScriptFollowup(HSCRIPT__*, HSCRIPT__*, float) */

undefined4 __thiscall
AI_Response::SetScriptFollowup
          (AI_Response *this,HSCRIPT__ *param_1,HSCRIPT__ *param_2,float param_3)

{
  undefined4 uVar1;
  ScriptFollowup_t local_18 [12];
  
  AI_ResponseParams::ScriptFollowup_t::ScriptFollowup_t(local_18,&param_1,&param_2,param_3);
                    /* try { // try from 0080a56b to 0080a56f has its CatchHandler @ 0080a585 */
  uVar1 = AI_ResponseParams::ScriptFollowup_t::operator=((ScriptFollowup_t *)(this + 0xa1),local_18)
  ;
  AI_ResponseParams::ScriptFollowup_t::Release(local_18);
  return uVar1;
}

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)