CAI_ExpresserHost<CBasePlayer>::Speak
0x0062d690 · 129 bytes · __thiscall
_ZN17CAI_ExpresserHostI11CBasePlayerE5SpeakE11CAI_ConceptP14AI_CriteriaSetPcjP16IRecipientFilter
Decompiled
undefined (6 params)
/* CAI_ExpresserHost<CBasePlayer>::Speak(CAI_Concept, AI_CriteriaSet*, char*, unsigned int,
IRecipientFilter*) */
void __thiscall
CAI_ExpresserHost<CBasePlayer>::Speak
(CAI_ExpresserHost<CBasePlayer> *param_1,CAI_Concept *param_2,AI_CriteriaSet *param_3,
char *param_4,uint param_5,IRecipientFilter *param_6)
{
CAI_Expresser *this;
undefined4 *puVar1;
this = (CAI_Expresser *)(**(code **)(*(int *)param_1 + 0x77c))(param_1);
puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(param_2 + 4) = *puVar1;
CAI_Expresser::GatherCriteria(this,param_3,param_2,(char *)0x0);
CAI_Expresser::Speak(this,param_2,param_3,param_4,param_5,param_6);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.