L L4D2node

CAI_BehaviorBase::GetTask

0x005a6260 · 41 bytes · __thiscall

_ZN16CAI_BehaviorBase7GetTaskEP24AIChannelScheduleState_t

Decompiled

undefined (2 params)

/* CAI_BehaviorBase::GetTask(AIChannelScheduleState_t*) */

int __thiscall CAI_BehaviorBase::GetTask(CAI_BehaviorBase *this,AIChannelScheduleState_t *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(param_1 + 4);
  iVar2 = *(int *)(param_1 + 0x10);
  if (((iVar1 != 0) && (-1 < iVar2)) && (iVar2 < *(int *)(iVar1 + 8))) {
    return *(int *)(iVar1 + 4) + iVar2 * 8;
  }
  return 0;
}

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)