L L4D2node

CAI_BehaviorBase::BehaviorBridge_CanRunAScriptedNPCInteraction

0x005a7260 · 24 bytes · __cdecl

_ZN16CAI_BehaviorBase44BehaviorBridge_CanRunAScriptedNPCInteractionEb

Decompiled

undefined (1 param)

/* CAI_BehaviorBase::BehaviorBridge_CanRunAScriptedNPCInteraction(bool) */

void CAI_BehaviorBase::BehaviorBridge_CanRunAScriptedNPCInteraction(bool param_1)

{
  undefined3 in_stack_00000005;
  
                    /* WARNING: Could not recover jumptable at 0x005a7276. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*_param_1 + 0xf8))();
  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)