L L4D2node

ListRecentNPCSpeech

0x00815230 · 154 bytes · unknown

_ZL19ListRecentNPCSpeechv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* ListRecentNPCSpeech() */

void ListRecentNPCSpeech(void)

{
  int iVar1;
  undefined1 *puVar2;
  int iVar3;
  recentNPCSpeech_t local_cb0 [4];
  undefined1 local_cac [3228];
  
  iVar1 = GetRecentNPCSpeech(local_cb0);
  Msg("Recent NPC speech:\n");
  if (0 < iVar1) {
    iVar3 = 0;
    puVar2 = local_cac;
    do {
      iVar3 = iVar3 + 1;
      Msg("   time: %6.3f   sound name: %s   scene: %s\n",(double)*(float *)(puVar2 + -4),puVar2,
          puVar2 + 0x200);
      puVar2 = puVar2 + 0x284;
    } while (iVar3 != iVar1);
  }
  Msg("Current time: %6.3f\n",(double)*(float *)(gpGlobals + 0xc));
  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)