L L4D2node

CAI_BehaviorBase::BehaviorBridge_OnCalcBaseMove

0x005a72e0 · 7 bytes · __thiscall

_ZThn8_N16CAI_BehaviorBase29BehaviorBridge_OnCalcBaseMoveEP17AILocalMoveGoal_tfP14AIMoveResult_t

Decompiled

undefined (4 params)

/* non-virtual thunk to CAI_BehaviorBase::BehaviorBridge_OnCalcBaseMove(AILocalMoveGoal_t*, float,
   AIMoveResult_t*) */

void __thiscall
CAI_BehaviorBase::BehaviorBridge_OnCalcBaseMove
          (CAI_BehaviorBase *this,AILocalMoveGoal_t *param_1,float param_2,AIMoveResult_t *param_3)

{
  BehaviorBridge_OnCalcBaseMove
            ((AILocalMoveGoal_t *)(this + -8),(float)param_1,(AIMoveResult_t *)param_2);
  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)