L L4D2node

GetScriptDesc<AI_ResponseScriptWrapper>

0x0080cec0 · 33 bytes · __cdecl

_Z13GetScriptDescI24AI_ResponseScriptWrapperEP17ScriptClassDesc_tPT_

Decompiled

ScriptClassDesc_t * (1 param)

/* ScriptClassDesc_t* GetScriptDesc<AI_ResponseScriptWrapper>(AI_ResponseScriptWrapper*) */

ScriptClassDesc_t * GetScriptDesc<AI_ResponseScriptWrapper>(AI_ResponseScriptWrapper *param_1)

{
  AI_ResponseScriptWrapper *in_stack_fffffff4;
  
  if (GetScriptDesc<AI_ResponseScriptWrapper>(AI_ResponseScriptWrapper*)::bInitialized == '\0') {
    GetScriptDesc<AI_ResponseScriptWrapper>(in_stack_fffffff4);
    return (ScriptClassDesc_t *)g_AI_ResponseScriptWrapper_ScriptDesc;
  }
  return (ScriptClassDesc_t *)g_AI_ResponseScriptWrapper_ScriptDesc;
}

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)