L L4D2node

CAI_Expresser::SpeechMsg

0x005d2610 · 157 bytes · __thiscall

_ZN13CAI_Expresser9SpeechMsgEP11CBaseEntityPKcz

Decompiled

undefined (3 params)

/* CAI_Expresser::SpeechMsg(CBaseEntity*, char const*, ...) */

void __thiscall CAI_Expresser::SpeechMsg(CAI_Expresser *this,CBaseEntity *param_1,char *param_2,...)

{
  int iVar1;
  int in_GS_OFFSET;
  char *local_130;
  CFmtStrN<256> local_12c [5];
  char local_127 [263];
  int local_20;
  
  local_130 = param_2;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (*(int *)(ai_debug_speech._28_4_ + 0x30) != 0) {
    iVar1 = CBaseEntity::MyNPCPointer();
    if (iVar1 == 0) {
      CFmtStrN<256>::CFmtStrN(local_12c,&local_130);
      DevMsg("%s",local_127);
    }
    CFmtStrN<256>::CFmtStrN(local_12c,&local_130);
    UTIL_LogPrintf(local_127);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)