L L4D2node

CSceneEntity::SpeakEventSoundLessFunc

0x0080eaa0 · 23 bytes · __cdecl

_ZN12CSceneEntity23SpeakEventSoundLessFuncERKNS_17SpeakEventSound_tES2_

Decompiled

undefined (2 params)

/* CSceneEntity::SpeakEventSoundLessFunc(CSceneEntity::SpeakEventSound_t const&,
   CSceneEntity::SpeakEventSound_t const&) */

bool CSceneEntity::SpeakEventSoundLessFunc(SpeakEventSound_t *param_1,SpeakEventSound_t *param_2)

{
  return *(float *)(param_1 + 4) <= *(float *)(param_2 + 4) &&
         *(float *)(param_2 + 4) != *(float *)(param_1 + 4);
}

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)