L L4D2node

CAI_ExpresserHost<CBasePlayer>::CanSpeak

0x0062d670 · 29 bytes · __thiscall

_ZN17CAI_ExpresserHostI11CBasePlayerE8CanSpeakEv

Decompiled

undefined (1 param)

/* CAI_ExpresserHost<CBasePlayer>::CanSpeak() */

void __thiscall CAI_ExpresserHost<CBasePlayer>::CanSpeak(CAI_ExpresserHost<CBasePlayer> *this)

{
  CAI_Expresser *this_00;
  
  this_00 = (CAI_Expresser *)(**(code **)(*(int *)this + 0x77c))(this);
  CAI_Expresser::CanSpeak(this_00);
  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)