CAI_BehaviorBase::BehaviorBridge_OnCalcBaseMove
0x005a72c0 · 17 bytes · __cdecl
_ZN16CAI_BehaviorBase29BehaviorBridge_OnCalcBaseMoveEP17AILocalMoveGoal_tfP14AIMoveResult_t
Decompiled
undefined (3 params)
/* CAI_BehaviorBase::BehaviorBridge_OnCalcBaseMove(AILocalMoveGoal_t*, float, AIMoveResult_t*) */
void CAI_BehaviorBase::BehaviorBridge_OnCalcBaseMove
(AILocalMoveGoal_t *param_1,float param_2,AIMoveResult_t *param_3)
{
/* WARNING: Could not recover jumptable at 0x005a72cf. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)param_1 + 0x100))();
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.