L L4D2node

CAI_Expresser::GetMySpeechSemaphore

0x005d16f0 · 76 bytes · __cdecl

_ZN13CAI_Expresser20GetMySpeechSemaphoreEP11CBaseEntity

Decompiled

undefined (1 param)

/* CAI_Expresser::GetMySpeechSemaphore(CBaseEntity*) */

undefined4 * CAI_Expresser::GetMySpeechSemaphore(CBaseEntity *param_1)

{
  char cVar1;
  int iVar2;
  int *piVar3;
  undefined4 *puVar4;
  
  iVar2 = CBaseEntity::MyNPCPointer();
  if (iVar2 == 0) {
    puVar4 = (undefined4 *)0x0;
  }
  else {
    piVar3 = (int *)CBaseEntity::MyNPCPointer();
    cVar1 = (**(code **)(*piVar3 + 0x6e8))(piVar3,0);
    puVar4 = &g_AIFriendliesTalkSemaphore;
    if (cVar1 == '\0') {
      puVar4 = &g_AIFoesTalkSemaphore;
    }
  }
  return puVar4;
}

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)