L L4D2node

CBaseEntity::EmitSentenceByIndex

0x00613ce0 · 200 bytes · __cdecl

_ZN11CBaseEntity19EmitSentenceByIndexER16IRecipientFilteriiif12soundlevel_tiiPK6VectorS5_bf

Decompiled

undefined (12 params)

/* CBaseEntity::EmitSentenceByIndex(IRecipientFilter&, int, int, int, float, soundlevel_t, int, int,
   Vector const*, Vector const*, bool, float) */

void CBaseEntity::EmitSentenceByIndex
               (undefined4 param_1,undefined4 param_2,undefined4 param_3,undefined4 param_4,
               undefined4 param_5,undefined4 param_6,undefined4 param_7,undefined4 param_8,
               undefined4 param_9,undefined4 param_10,undefined1 param_11,undefined4 param_12)

{
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  local_20 = 0;
  local_1c = 0;
  local_18 = 0;
  local_14 = 0;
  local_10 = 0;
                    /* try { // try from 00613d81 to 00613d83 has its CatchHandler @ 00613da8 */
  (**(code **)(*enginesound + 0x1c))
            (enginesound,param_1,param_2,param_3,param_4,param_5,param_6,param_7,param_8,param_9,
             param_10,(CUtlMemory<Vector,int> *)&local_20,param_11,param_12,0xffffffff);
  local_14 = 0;
  CUtlMemory<Vector,int>::Purge((CUtlMemory<Vector,int> *)&local_20);
  local_10 = local_20;
  CUtlMemory<Vector,int>::Purge((CUtlMemory<Vector,int> *)&local_20);
  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)