L L4D2node

CAI_BehaviorBase::BehaviorBridge_WeaponLOSCondition

0x005a6fe0 · 7 bytes · __thiscall

_ZThn8_N16CAI_BehaviorBase33BehaviorBridge_WeaponLOSConditionERK6VectorS2_b

Decompiled

undefined (4 params)

/* non-virtual thunk to CAI_BehaviorBase::BehaviorBridge_WeaponLOSCondition(Vector const&, Vector
   const&, bool) */

void __thiscall
CAI_BehaviorBase::BehaviorBridge_WeaponLOSCondition
          (CAI_BehaviorBase *this,Vector *param_1,Vector *param_2,bool param_3)

{
  BehaviorBridge_WeaponLOSCondition((Vector *)(this + -8),param_1,param_2._0_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)