L L4D2node

CBaseEntity::EmitCloseCaption

0x004b3ce0 · 282 bytes · __cdecl

_ZN11CBaseEntity16EmitCloseCaptionER16IRecipientFilteriPKcR10CUtlVectorI6Vector10CUtlMemoryIS5_iEEfb

Decompiled

undefined (6 params)

/* CBaseEntity::EmitCloseCaption(IRecipientFilter&, int, char const*, CUtlVector<Vector,
   CUtlMemory<Vector, int> >&, float, bool) */

void CBaseEntity::EmitCloseCaption
               (IRecipientFilter *param_1,int param_2,char *param_3,CUtlVector *param_4,
               float param_5,bool param_6)

{
  byte *pbVar1;
  uint uVar2;
  char cVar3;
  bool bVar4;
  int *piVar5;
  byte *pbVar6;
  undefined *puVar7;
  
  pbVar1 = *(byte **)(gpGlobals + 0x58);
  if ((uint)param_2 < 0x800) {
    if (pbVar1 != (byte *)0x0) {
      pbVar6 = pbVar1 + param_2 * 0x10;
      if ((pbVar1[param_2 * 0x10] & 2) != 0) goto LAB_004b3df8;
LAB_004b3d17:
      piVar5 = *(int **)(pbVar6 + 0xc);
      if ((piVar5 != (int *)0x0) &&
         (piVar5 = (int *)(**(code **)(*piVar5 + 0x18))(piVar5), piVar5 != (int *)0x0)) {
        cVar3 = (**(code **)(*piVar5 + 0x16c))(piVar5);
        while (cVar3 == '\0') {
          uVar2 = piVar5[0x88];
          if ((((uVar2 == 0xffffffff) ||
               (puVar7 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar7 == (undefined *)0xfffffffc))
              || (*(uint *)(puVar7 + 8) != uVar2 >> 0xc)) ||
             (piVar5 = *(int **)(puVar7 + 4), piVar5 == (int *)0x0)) goto LAB_004b3d6c;
          cVar3 = (**(code **)(*piVar5 + 0x16c))(piVar5);
        }
        bVar4 = true;
        goto LAB_004b3d6e;
      }
    }
  }
  else if (pbVar1 != (byte *)0x0) {
LAB_004b3df8:
    pbVar6 = pbVar1;
    if ((*pbVar1 & 2) == 0) goto LAB_004b3d17;
  }
LAB_004b3d6c:
  bVar4 = false;
LAB_004b3d6e:
  CSoundEmitterSystem::EmitCloseCaption
            ((CSoundEmitterSystem *)&g_SoundEmitterSystem,param_1,param_2,bVar4,param_3,param_4,
             param_5,param_6,false);
  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)