L L4D2node

INextBotEventResponder::OnSpokeConcept

0x003e2520 · 110 bytes · __thiscall

_ZN22INextBotEventResponder14OnSpokeConceptEP20CBaseCombatCharacter11CAI_ConceptP11AI_Response

Decompiled

undefined (4 params)

/* INextBotEventResponder::OnSpokeConcept(CBaseCombatCharacter*, CAI_Concept, AI_Response*) */

void __thiscall
INextBotEventResponder::OnSpokeConcept
          (INextBotEventResponder *this,undefined4 param_1,undefined2 *param_3,undefined4 param_4)

{
  int *piVar1;
  undefined2 local_24 [2];
  undefined4 local_20;
  
  for (piVar1 = (int *)(**(code **)(*(int *)this + 8))(this); piVar1 != (int *)0x0;
      piVar1 = (int *)(**(code **)(*(int *)this + 0xc))(this,piVar1)) {
    local_24[0] = *param_3;
    local_20 = *(undefined4 *)(param_3 + 2);
    (**(code **)(*piVar1 + 0x60))(piVar1,param_1,local_24,param_4);
  }
  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)