L L4D2node

CAI_Expresser::SemaphoreIsAvailable

0x005d1790 · 147 bytes · __thiscall

_ZN13CAI_Expresser20SemaphoreIsAvailableEP11CBaseEntity

Decompiled

undefined (2 params)

/* CAI_Expresser::SemaphoreIsAvailable(CBaseEntity*) */

undefined * __thiscall CAI_Expresser::SemaphoreIsAvailable(CAI_Expresser *this,CBaseEntity *param_1)

{
  float fVar1;
  char cVar2;
  float *pfVar3;
  CBaseEntity *pCVar4;
  undefined *puVar5;
  
  cVar2 = (**(code **)(**(int **)(this + 4) + 8))(*(int **)(this + 4));
  if (cVar2 != '\0') {
    CBaseEntity::MyNPCPointer();
    pfVar3 = (float *)GetMySpeechSemaphore((CBaseEntity *)this);
    if (pfVar3 != (float *)0x0) {
      puVar5 = (undefined *)0x1;
      if (*(float *)(gpGlobals + 0xc) < *pfVar3 || *(float *)(gpGlobals + 0xc) == *pfVar3) {
        fVar1 = pfVar3[1];
        pCVar4 = (CBaseEntity *)0x0;
        if (((fVar1 != -NAN) &&
            (puVar5 = g_pEntityList + ((uint)fVar1 & 0xfff) * 0x10,
            puVar5 != (undefined *)0xfffffffc)) && (*(uint *)(puVar5 + 8) == (uint)fVar1 >> 0xc)) {
          pCVar4 = *(CBaseEntity **)(puVar5 + 4);
        }
        puVar5 = (undefined *)CONCAT31((int3)((uint)puVar5 >> 8),param_1 == pCVar4);
      }
      return puVar5;
    }
  }
  return (undefined *)0x1;
}

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)