AI_Response::SetScript
0x0080a710 · 88 bytes · __thiscall
_ZN11AI_Response9SetScriptERKP9HSCRIPT__
Decompiled
undefined (2 params)
/* AI_Response::SetScript(HSCRIPT__* const&) */
void __thiscall AI_Response::SetScript(AI_Response *this,HSCRIPT__ **param_1)
{
HSCRIPT__ *pHVar1;
undefined4 uVar2;
pHVar1 = *param_1;
if (*(int *)(this + 0x84) != 0) {
(**(code **)(*g_pScriptVM + 0x30))(g_pScriptVM,*(int *)(this + 0x84));
*(undefined4 *)(this + 0x84) = 0;
}
if (pHVar1 != (HSCRIPT__ *)0x0) {
uVar2 = (**(code **)(*g_pScriptVM + 0x40))(g_pScriptVM,pHVar1);
*(undefined4 *)(this + 0x84) = uVar2;
}
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.