L L4D2node

CBaseMultiplayerPlayer::SpeakIfAllowed

0x0062ca80 · 97 bytes · __thiscall

_ZN22CBaseMultiplayerPlayer14SpeakIfAllowedE11CAI_Concept18SpeechPriorityTypePKcPcjP16IRecipientFilter

Decompiled

undefined (7 params)

/* CBaseMultiplayerPlayer::SpeakIfAllowed(CAI_Concept, SpeechPriorityType, char const*, char*,
   unsigned int, IRecipientFilter*) */

void __thiscall
CBaseMultiplayerPlayer::SpeakIfAllowed
          (CBaseMultiplayerPlayer *this,undefined2 *param_2,undefined4 param_3,undefined4 param_4,
          undefined4 param_5,undefined4 param_6,undefined4 param_7)

{
  char cVar1;
  undefined2 local_14 [2];
  undefined4 local_10;
  
  cVar1 = (**(code **)(*(int *)this + 300))(this);
  if (cVar1 != '\0') {
    local_14[0] = *param_2;
    local_10 = *(undefined4 *)(param_2 + 2);
    (**(code **)(*(int *)this + 0x7a8))(this,local_14,param_4,param_5,param_6,param_7);
  }
  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)