L L4D2node

CAI_Expresser::IsSpeaking

0x005d3000 · 151 bytes · __thiscall

_ZN13CAI_Expresser10IsSpeakingEv

Decompiled

undefined (1 param)

/* CAI_Expresser::IsSpeaking() */

bool __thiscall CAI_Expresser::IsSpeaking(CAI_Expresser *this)

{
  uint uVar1;
  bool bVar2;
  CBaseEntity *pCVar3;
  undefined *puVar4;
  float fVar5;
  
  fVar5 = *(float *)(gpGlobals + 0xc);
  if (fVar5 < *(float *)(this + 0x2c)) {
    uVar1 = *(uint *)(this + 0x40);
    pCVar3 = (CBaseEntity *)0x0;
    if (((uVar1 != 0xffffffff) &&
        (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
      pCVar3 = *(CBaseEntity **)(puVar4 + 4);
    }
    SpeechMsg(this,pCVar3,"IsSpeaking() %f\n",(double)(*(float *)(this + 0x2c) - fVar5));
    fVar5 = *(float *)(gpGlobals + 0xc);
  }
  bVar2 = true;
  if (fVar5 != *(float *)(this + 0x3c)) {
    bVar2 = fVar5 < *(float *)(this + 0x2c);
  }
  return bVar2;
}

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)