L L4D2node

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 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)