L L4D2node

CAI_Component::TaskComplete

0x0041b370 · 25 bytes · __cdecl

_ZN13CAI_Component12TaskCompleteEb

Decompiled

undefined (1 param)

/* CAI_Component::TaskComplete(bool) */

void CAI_Component::TaskComplete(bool param_1)

{
  undefined3 in_stack_00000005;
  
  param_1 = SUB41(*(undefined4 *)(_param_1 + 4),0);
  CAI_BaseNPC::TaskComplete(param_1);
  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)