L L4D2node

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 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)