L L4D2node

say

0x00642a90 · 154 bytes · __cdecl

_ZL3sayRK8CCommand

Decompiled

undefined (1 param)

/* say(CCommand const&) */

void say(CCommand *param_1)

{
  char cVar1;
  int *piVar2;
  
  piVar2 = (int *)UTIL_GetCommandClient();
  if ((piVar2 != (int *)0x0) && (cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2), cVar1 != '\0')) {
    if (*(float *)(gpGlobals + 0xc) <= (float)piVar2[0x818] + 0.66) {
      return;
    }
    Host_Say((edict_t *)piVar2[0xc],param_1,false);
    piVar2[0x818] = *(int *)(gpGlobals + 0xc);
    return;
  }
  Host_Say((edict_t *)0x0,param_1,false);
  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)