CSceneEntity::HasUnplayedSpeech
0x00811e50 · 29 bytes · __thiscall
_ZN12CSceneEntity17HasUnplayedSpeechEv
Decompiled
undefined (1 param)
/* CSceneEntity::HasUnplayedSpeech() */
undefined4 __thiscall CSceneEntity::HasUnplayedSpeech(CSceneEntity *this)
{
undefined4 uVar1;
if (*(CChoreoScene **)(this + 0x4f0) != (CChoreoScene *)0x0) {
uVar1 = CChoreoScene::HasUnplayedSpeech(*(CChoreoScene **)(this + 0x4f0));
return uVar1;
}
return 0;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.