L L4D2node

CBaseMultiplayerPlayer::SpeakConcept

0x0062ccb0 · 87 bytes · __thiscall

_ZN22CBaseMultiplayerPlayer12SpeakConceptER11AI_Responsei

Decompiled

undefined (3 params)

/* CBaseMultiplayerPlayer::SpeakConcept(AI_Response&, int) */

void __thiscall
CBaseMultiplayerPlayer::SpeakConcept(CBaseMultiplayerPlayer *this,AI_Response *param_1,int param_2)

{
  CAI_Expresser *this_00;
  CAI_Concept local_14 [8];
  
  *(int *)(this + 0x2374) = param_2;
  CAI_Concept::CAI_Concept(local_14,(&g_pszMPConcepts)[param_2]);
  this_00 = (CAI_Expresser *)(**(code **)(*(int *)this + 0x77c))(this);
  CAI_Expresser::FindResponse(this_00,param_1,local_14,(AI_CriteriaSet *)0x0);
  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)