L L4D2node

IIntention::SelectTargetPoint

0x00753740 · 10 bytes · __thiscall

_ZThn20_NK10IIntention17SelectTargetPointEPK8INextBotPK20CBaseCombatCharacter

Decompiled

undefined (3 params)

/* non-virtual thunk to IIntention::SelectTargetPoint(INextBot const*, CBaseCombatCharacter const*)
   const */

void __thiscall
IIntention::SelectTargetPoint(IIntention *this,INextBot *param_1,CBaseCombatCharacter *param_2)

{
  SelectTargetPoint((INextBot *)this,(CBaseCombatCharacter *)(param_1 + -0x14));
  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)