L L4D2node

CBaseMultiplayerPlayer::SpeakConceptIfAllowed

0x0062c710 · 104 bytes · __thiscall

_ZN22CBaseMultiplayerPlayer21SpeakConceptIfAllowedEiPKcPcjP16IRecipientFilter

Decompiled

undefined (6 params)

/* CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int, char const*, char*, unsigned int,
   IRecipientFilter*) */

void __thiscall
CBaseMultiplayerPlayer::SpeakConceptIfAllowed
          (CBaseMultiplayerPlayer *this,int param_1,char *param_2,char *param_3,uint param_4,
          IRecipientFilter *param_5)

{
  code *pcVar1;
  CAI_Concept local_24 [20];
  
  *(int *)(this + 0x2374) = param_1;
  pcVar1 = *(code **)(*(int *)this + 0x7b4);
  CAI_Concept::CAI_Concept(local_24,(&g_pszMPConcepts)[param_1]);
  (*pcVar1)(this,local_24,1,param_2,param_3,param_4,param_5);
  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)