Comment lines are not compiled into CIL. You would need to view the original compilation to find where line "8D" is might to reside.
For instance, here is .NET Reflector's interpretation of that function :
<!-- ws:start:WikiTextCodeRule:0:
<pre class="text">.method private hidebysig instance bool InsertInteraction(class Sims3.Gameplay.Interactions.InteractionInstance entry, int32 index) cil managed<br/>{<br/> .maxstack 4<br/> .locals init (<br/> [0] object[] objArray)<br/> L_0000: ldarg.1 <br/> L_0001: callvirt instance bool Sims3.Gameplay.Interactions.InteractionInstance::get_Autonomous()<br/> L_0006: brfalse.s L_002c<br/> L_0008: ldarg.1 <br/> L_0009: callvirt instance class Sims3.Gameplay.Actors.Sim Sims3.Gameplay.Interactions.InteractionInstance::get_InstanceActor()<br/> L_000e: callvirt instance bool Sims3.Gameplay.Actors.Sim::get_IsSelectable()<br/> L_0013: brfalse.s L_002c<br/> L_0015: ldc.i4 0x23d<br/> L_001a: ldnull <br/> L_001b: ldarg.1 <br/> L_001c: callvirt instance uint64 Sims3.Gameplay.Interactions.InteractionInstance::get_GroupId()<br/> L_0021: newobj instance void Sims3.Gameplay.EventSystem.GuidEvent`1<uint64>::.ctor(valuetype Sims3.Gameplay.EventSystem.EventTypeId, class Sims3.Gameplay.Interfaces.IActor, !0)<br/> L_0026: call class Sims3.Gameplay.EventSystem.Event Sims3.Gameplay.EventSystem.EventTracker::SendEvent(class Sims3.Gameplay.EventSystem.Event)<br/> L_002b: pop <br/> L_002c: ldarg.0 <br/> L_002d: ldfld class [mscorlib]System.Collections.Generic.List`1<class Sims3.Gameplay.Interactions.InteractionInstance> Sims3.Gameplay.ActorSystems.InteractionQueue::mInteractionList<br/> L_0032: callvirt instance int32 [mscorlib]System.Collections.Generic.List`1<class Sims3.Gameplay.Interactions.InteractionInstance>::get_Count()<br/> L_0037: ldc.i4 0xc8<br/> L_003c: blt.s L_0083<br/> L_003e: ldarg.0 <br/> L_003f: ldfld class Sims3.Gameplay.Actors.Sim Sims3.Gameplay.ActorSystems.InteractionQueue::mActor<br/> L_0044: callvirt instance void Sims3.Gameplay.Abstracts.GameObject::SetObjectToReset()<br/> L_0049: ldc.i4.4 <br/> L_004a: newarr object<br/> L_004f: stloc.0 <br/> L_0050: ldloc.0 <br/> L_0051: ldc.i4.0 <br/> L_0052: ldstr "Too many interaction queue entries ("<br/> L_0057: stelem.ref <br/> L_0058: ldloc.0 <br/> L_0059: ldc.i4.1 <br/> L_005a: ldarg.0 <br/> L_005b: ldfld class [mscorlib]System.Collections.Generic.List`1<class Sims3.Gameplay.Interactions.InteractionInstance> Sims3.Gameplay.ActorSystems.InteractionQueue::mInteractionList<br/> L_0060: callvirt instance int32 [mscorlib]System.Collections.Generic.List`1<class Sims3.Gameplay.Interactions.InteractionInstance>::get_Count()<br/> L_0065: box int32<br/> L_006a: stelem.ref <br/> L_006b: ldloc.0 <br/> L_006c: ldc.i4.2 <br/> L_006d: ldstr ") and trying to insert "<br/> L_0072: stelem.ref <br/> L_0073: ldloc.0 <br/> L_0074: ldc.i4.3 <br/> L_0075: ldarg.1 <br/> L_0076: stelem.ref <br/> L_0077: ldloc.0 <br/> L_0078: call string [mscorlib]System.String::Concat(object[])<br/> L_007d: newobj instance void [mscorlib]System.ApplicationException::.ctor(string)<br/> L_0082: throw <br/> L_0083: ldarg.0 <br/> L_0084: ldfld class Sims3.Gameplay.Actors.Sim Sims3.Gameplay.ActorSystems.InteractionQueue::mActor<br/> L_0089: callvirt instance class Sims3.Gameplay.Autonomy.Autonomy Sims3.Gameplay.Actors.Sim::get_Autonomy()<br/> L_008e: ldarg.1 <br/> L_008f: ldfld class Sims3.Gameplay.Autonomy.InteractionObjectPair Sims3.Gameplay.Interactions.InteractionInstance::InteractionObjectPair<br/> L_0094: callvirt instance void Sims3.Gameplay.Autonomy.Autonomy::AssignTraitDeterminingLastDecision(class Sims3.Gameplay.Autonomy.InteractionObjectPair)<br/> L_0099: ldarg.1 <br/> L_009a: brtrue.s L_009e<br/> L_009c: ldc.i4.0 <br/> L_009d: ret <br/> L_009e: ldarg.1 <br/> L_009f: callvirt instance class Sims3.Gameplay.Actors.Sim Sims3.Gameplay.Interactions.InteractionInstance::get_InstanceActor()<br/> L_00a4: brfalse.s L_00b4<br/> L_00a6: ldarg.1 <br/> L_00a7: callvirt instance class Sims3.Gameplay.Actors.Sim Sims3.Gameplay.Interactions.InteractionInstance::get_InstanceActor()<br/> L_00ac: ldarg.0 <br/> L_00ad: ldfld class Sims3.Gameplay.Actors.Sim Sims3.Gameplay.ActorSystems.InteractionQueue::mActor<br/> L_00b2: pop <br/> L_00b3: pop <br/> L_00b4: ldarg.1 <br/> L_00b5: callvirt instance bool Sims3.Gameplay.Interactions.InteractionInstance::Test()<br/> L_00ba: brtrue.s L_00ca<br/> L_00bc: ldarg.1 <br/> L_00bd: ldarg.1 <br/> L_00be: callvirt instance class Sims3.Gameplay.Actors.Sim Sims3.Gameplay.Interactions.InteractionInstance::get_InstanceActor()<br/> L_00c3: callvirt instance void Sims3.Gameplay.Interactions.InteractionInstance::CallCallbackOnFailure(class Sims3.Gameplay.Actors.Sim)<br/> L_00c8: ldc.i4.0 <br/> L_00c9: ret <br/> L_00ca: ldarg.0 <br/> L_00cb: ldfld class [mscorlib]System.Collections.Generic.List`1<class Sims3.Gameplay.Interactions.InteractionInstance> Sims3.Gameplay.ActorSystems.InteractionQueue::mInteractionList<br/> L_00d0: ldarg.2 <br/> L_00d1: ldarg.1 <br/> L_00d2: callvirt instance void [mscorlib]System.Collections.Generic.List`1<class Sims3.Gameplay.Interactions.InteractionInstance>::Insert(int32, !0)<br/> L_00d7: ldarg.1 <br/> L_00d8: callvirt instance void Sims3.Gameplay.Interactions.InteractionInstance::OnAddedToQueue()<br/> L_00dd: ldarg.0 <br/> L_00de: call instance void Sims3.Gameplay.ActorSystems.InteractionQueue::RemoveLowerPriorityInteractions()<br/> L_00e3: ldarg.1 <br/> L_00e4: ldarg.0 <br/> L_00e5: ldftn instance void Sims3.Gameplay.ActorSystems.InteractionQueue::RemoveLowerPriorityInteractions()<br/> L_00eb: newobj instance void Sims3.Gameplay.Interactions.InteractionInstance/InteractionPriorityChanged::.ctor(object, native int)<br/> L_00f0: stfld class Sims3.Gameplay.Interactions.InteractionInstance/InteractionPriorityChanged Sims3.Gameplay.Interactions.InteractionInstance::InteractionPriorityChangedCallback<br/> L_00f5: ldarg.0 <br/> L_00f6: ldfld class Sims3.Gameplay.ActorSystems.InteractionQueue/QueueChangedCallback Sims3.Gameplay.ActorSystems.InteractionQueue::QueueChanged<br/> L_00fb: brfalse.s L_0108<br/> L_00fd: ldarg.0 <br/> L_00fe: ldfld class Sims3.Gameplay.ActorSystems.InteractionQueue/QueueChangedCallback Sims3.Gameplay.ActorSystems.InteractionQueue::QueueChanged<br/> L_0103: callvirt instance void Sims3.Gameplay.ActorSystems.InteractionQueue/QueueChangedCallback::Invoke()<br/> L_0108: ldc.i4.1 <br/> L_0109: ret <br/>}</pre>
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</style><pre class="text">.method private hidebysig instance bool InsertInteraction(class Sims3.Gameplay.Interactions.InteractionInstance entry, int32 index) cil managed
{
.maxstack 4
.locals init (
[0] object[] objArray)
L_0000: ldarg.1
L_0001: callvirt instance bool Sims3.Gameplay.Interactions.InteractionInstance::get_Autonomous()
L_0006: brfalse.s L_002c
L_0008: ldarg.1
L_0009: callvirt instance class Sims3.Gameplay.Actors.Sim Sims3.Gameplay.Interactions.InteractionInstance::get_InstanceActor()
L_000e: callvirt instance bool Sims3.Gameplay.Actors.Sim::get_IsSelectable()
L_0013: brfalse.s L_002c
L_0015: ldc.i4 0x23d
L_001a: ldnull
L_001b: ldarg.1
L_001c: callvirt instance uint64 Sims3.Gameplay.Interactions.InteractionInstance::get_GroupId()
L_0021: newobj instance void Sims3.Gameplay.EventSystem.GuidEvent`1<uint64>::.ctor(valuetype Sims3.Gameplay.EventSystem.EventTypeId, class Sims3.Gameplay.Interfaces.IActor, !0)
L_0026: call class Sims3.Gameplay.EventSystem.Event Sims3.Gameplay.EventSystem.EventTracker::SendEvent(class Sims3.Gameplay.EventSystem.Event)
L_002b: pop
L_002c: ldarg.0
L_002d: ldfld class [mscorlib]System.Collections.Generic.List`1<class Sims3.Gameplay.Interactions.InteractionInstance> Sims3.Gameplay.ActorSystems.InteractionQueue::mInteractionList
L_0032: callvirt instance int32 [mscorlib]System.Collections.Generic.List`1<class Sims3.Gameplay.Interactions.InteractionInstance>::get_Count()
L_0037: ldc.i4 0xc8
L_003c: blt.s L_0083
L_003e: ldarg.0
L_003f: ldfld class Sims3.Gameplay.Actors.Sim Sims3.Gameplay.ActorSystems.InteractionQueue::mActor
L_0044: callvirt instance void Sims3.Gameplay.Abstracts.GameObject::SetObjectToReset()
L_0049: ldc.i4.4
L_004a: newarr object
L_004f: stloc.0
L_0050: ldloc.0
L_0051: ldc.i4.0
L_0052: ldstr "Too many interaction queue entries ("
L_0057: stelem.ref
L_0058: ldloc.0
L_0059: ldc.i4.1
L_005a: ldarg.0
L_005b: ldfld class [mscorlib]System.Collections.Generic.List`1<class Sims3.Gameplay.Interactions.InteractionInstance> Sims3.Gameplay.ActorSystems.InteractionQueue::mInteractionList
L_0060: callvirt instance int32 [mscorlib]System.Collections.Generic.List`1<class Sims3.Gameplay.Interactions.InteractionInstance>::get_Count()
L_0065: box int32
L_006a: stelem.ref
L_006b: ldloc.0
L_006c: ldc.i4.2
L_006d: ldstr ") and trying to insert "
L_0072: stelem.ref
L_0073: ldloc.0
L_0074: ldc.i4.3
L_0075: ldarg.1
L_0076: stelem.ref
L_0077: ldloc.0
L_0078: call string [mscorlib]System.String::Concat(object[])
L_007d: newobj instance void [mscorlib]System.ApplicationException::.ctor(string)
L_0082: throw
L_0083: ldarg.0
L_0084: ldfld class Sims3.Gameplay.Actors.Sim Sims3.Gameplay.ActorSystems.InteractionQueue::mActor
L_0089: callvirt instance class Sims3.Gameplay.Autonomy.Autonomy Sims3.Gameplay.Actors.Sim::get_Autonomy()
L_008e: ldarg.1
L_008f: ldfld class Sims3.Gameplay.Autonomy.InteractionObjectPair Sims3.Gameplay.Interactions.InteractionInstance::InteractionObjectPair
L_0094: callvirt instance void Sims3.Gameplay.Autonomy.Autonomy::AssignTraitDeterminingLastDecision(class Sims3.Gameplay.Autonomy.InteractionObjectPair)
L_0099: ldarg.1
L_009a: brtrue.s L_009e
L_009c: ldc.i4.0
L_009d: ret
L_009e: ldarg.1
L_009f: callvirt instance class Sims3.Gameplay.Actors.Sim Sims3.Gameplay.Interactions.InteractionInstance::get_InstanceActor()
L_00a4: brfalse.s L_00b4
L_00a6: ldarg.1
L_00a7: callvirt instance class Sims3.Gameplay.Actors.Sim Sims3.Gameplay.Interactions.InteractionInstance::get_InstanceActor()
L_00ac: ldarg.0
L_00ad: ldfld class Sims3.Gameplay.Actors.Sim Sims3.Gameplay.ActorSystems.InteractionQueue::mActor
L_00b2: pop
L_00b3: pop
L_00b4: ldarg.1
L_00b5: callvirt instance bool Sims3.Gameplay.Interactions.InteractionInstance::Test()
L_00ba: brtrue.s L_00ca
L_00bc: ldarg.1
L_00bd: ldarg.1
L_00be: callvirt instance class Sims3.Gameplay.Actors.Sim Sims3.Gameplay.Interactions.InteractionInstance::get_InstanceActor()
L_00c3: callvirt instance void Sims3.Gameplay.Interactions.InteractionInstance::CallCallbackOnFailure(class Sims3.Gameplay.Actors.Sim)
L_00c8: ldc.i4.0
L_00c9: ret
L_00ca: ldarg.0
L_00cb: ldfld class [mscorlib]System.Collections.Generic.List`1<class Sims3.Gameplay.Interactions.InteractionInstance> Sims3.Gameplay.ActorSystems.InteractionQueue::mInteractionList
L_00d0: ldarg.2
L_00d1: ldarg.1
L_00d2: callvirt instance void [mscorlib]System.Collections.Generic.List`1<class Sims3.Gameplay.Interactions.InteractionInstance>::Insert(int32, !0)
L_00d7: ldarg.1
L_00d8: callvirt instance void Sims3.Gameplay.Interactions.InteractionInstance::OnAddedToQueue()
L_00dd: ldarg.0
L_00de: call instance void Sims3.Gameplay.ActorSystems.InteractionQueue::RemoveLowerPriorityInteractions()
L_00e3: ldarg.1
L_00e4: ldarg.0
L_00e5: ldftn instance void Sims3.Gameplay.ActorSystems.InteractionQueue::RemoveLowerPriorityInteractions()
L_00eb: newobj instance void Sims3.Gameplay.Interactions.InteractionInstance/InteractionPriorityChanged::.ctor(object, native int)
L_00f0: stfld class Sims3.Gameplay.Interactions.InteractionInstance/InteractionPriorityChanged Sims3.Gameplay.Interactions.InteractionInstance::InteractionPriorityChangedCallback
L_00f5: ldarg.0
L_00f6: ldfld class Sims3.Gameplay.ActorSystems.InteractionQueue/QueueChangedCallback Sims3.Gameplay.ActorSystems.InteractionQueue::QueueChanged
L_00fb: brfalse.s L_0108
L_00fd: ldarg.0
L_00fe: ldfld class Sims3.Gameplay.ActorSystems.InteractionQueue/QueueChangedCallback Sims3.Gameplay.ActorSystems.InteractionQueue::QueueChanged
L_0103: callvirt instance void Sims3.Gameplay.ActorSystems.InteractionQueue/QueueChangedCallback::Invoke()
L_0108: ldc.i4.1
L_0109: ret
}</pre>