L L4D2node

GetRecentNPCSpeech

0x008151b0 · 125 bytes · __cdecl

_Z18GetRecentNPCSpeechP17recentNPCSpeech_t

Decompiled

undefined (1 param)

/* GetRecentNPCSpeech(recentNPCSpeech_t*) */

int GetRecentNPCSpeech(recentNPCSpeech_t *param_1)

{
  recentNPCSpeech_t *prVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  undefined4 *puVar7;
  
  iVar5 = 5;
  prVar1 = param_1;
  do {
    *(undefined4 *)prVar1 = 0;
    prVar1[4] = (recentNPCSpeech_t)0x0;
    prVar1[0x204] = (recentNPCSpeech_t)0x0;
    iVar5 = iVar5 + -1;
    prVar1 = prVar1 + 0x284;
  } while (iVar5 != 0);
  iVar6 = 0;
  iVar2 = 5;
  iVar5 = speechListIndex;
  do {
    if ((&DAT_00ff4c64)[iVar5 * 0x284] != '\0') {
      iVar3 = iVar6 * 0x284;
      iVar6 = iVar6 + 1;
      puVar7 = &speechListSounds + iVar5 * 0xa1;
      prVar1 = param_1 + iVar3;
      for (iVar4 = 0xa1; iVar4 != 0; iVar4 = iVar4 + -1) {
        *(undefined4 *)prVar1 = *puVar7;
        puVar7 = puVar7 + 1;
        prVar1 = prVar1 + 4;
      }
    }
    iVar5 = iVar5 + 1;
    if (4 < iVar5) {
      iVar5 = 0;
    }
    iVar2 = iVar2 + -1;
  } while (iVar2 != 0);
  return iVar6;
}

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)