L L4D2node

CAI_Expresser::ForceNotSpeaking

0x005d1830 · 259 bytes · __thiscall

_ZN13CAI_Expresser16ForceNotSpeakingEv

Decompiled

undefined (1 param)

/* CAI_Expresser::ForceNotSpeaking() */

void __thiscall CAI_Expresser::ForceNotSpeaking(CAI_Expresser *this)

{
  uint uVar1;
  char cVar2;
  undefined4 *puVar3;
  undefined *puVar4;
  int iVar5;
  int local_20;
  
  cVar2 = (**(code **)(*(int *)this + 0x10))(this);
  iVar5 = gpGlobals;
  if (cVar2 != '\0') {
    *(undefined4 *)(this + 0x2c) = *(undefined4 *)(gpGlobals + 0xc);
    *(undefined4 *)(this + 0x30) = *(undefined4 *)(iVar5 + 0xc);
    puVar3 = (undefined4 *)GetMySpeechSemaphore((CBaseEntity *)this);
    if (puVar3 != (undefined4 *)0x0) {
      uVar1 = puVar3[1];
      local_20 = 0;
      if (((uVar1 != 0xffffffff) &&
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
        local_20 = *(int *)(puVar4 + 4);
      }
      uVar1 = *(uint *)(this + 0x40);
      iVar5 = 0;
      if (((uVar1 != 0xffffffff) &&
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
        iVar5 = *(int *)(puVar4 + 4);
      }
      if (local_20 == iVar5) {
        *puVar3 = 0;
        puVar3[1] = 0xffffffff;
        return;
      }
    }
  }
  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)