CAI_Expresser::SpeakAutoGeneratedScene
0x005d2b20 · 264 bytes · __thiscall
_ZN13CAI_Expresser23SpeakAutoGeneratedSceneEPKcf
Decompiled
undefined (3 params)
/* CAI_Expresser::SpeakAutoGeneratedScene(char const*, float) */
undefined4 __thiscall
CAI_Expresser::SpeakAutoGeneratedScene(CAI_Expresser *this,char *param_1,float param_2)
{
float fVar1;
uint uVar2;
undefined *puVar3;
CBaseEntity *pCVar4;
int *piVar5;
longdouble lVar6;
piVar5 = (int *)0x0;
uVar2 = *(uint *)(this + 0x40);
if (((uVar2 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar2 >> 0xc)) {
piVar5 = *(int **)(puVar3 + 4);
}
lVar6 = (longdouble)(**(code **)(*piVar5 + 0x3c0))(piVar5,param_1);
fVar1 = (float)lVar6;
if (0.0 < fVar1) {
uVar2 = *(uint *)(this + 0x40);
pCVar4 = (CBaseEntity *)0x0;
if (((uVar2 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar2 >> 0xc)) {
pCVar4 = *(CBaseEntity **)(puVar3 + 4);
}
SpeechMsg(this,pCVar4,"SpeakAutoGeneratedScene( %s, %f) %f\n",param_1,(double)param_2,
(double)fVar1);
NoteSpeaking(this,fVar1,param_2);
return 1;
}
return 0;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.