L L4D2node

SENTENCEG_PlaySentenceIndex

0x0082b000 · 364 bytes · __cdecl

_Z27SENTENCEG_PlaySentenceIndexP7edict_tif12soundlevel_tii

Decompiled

undefined (6 params)

/* SENTENCEG_PlaySentenceIndex(edict_t*, int, float, soundlevel_t, int, int) */

void SENTENCEG_PlaySentenceIndex
               (int param_1,int param_2,undefined4 param_3,int param_4,undefined4 param_5,
               undefined4 param_6)

{
  int *piVar1;
  int iVar2;
  float local_50;
  Vector local_48 [12];
  undefined **local_3c [11];
  
  if (-1 < param_2) {
    if ((param_1 == 0) || (piVar1 = *(int **)(param_1 + 0xc), piVar1 == (int *)0x0)) {
      piVar1 = (int *)0x0;
    }
    else {
      piVar1 = (int *)(**(code **)(*piVar1 + 0x18))(piVar1);
    }
    (**(code **)(*piVar1 + 0x28c))(local_48,piVar1);
    CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
    local_3c[0] = &PTR__CPASFilter_00bfaf28;
                    /* try { // try from 0082b065 to 0082b069 has its CatchHandler @ 0082b192 */
    CRecipientFilter::AddRecipientsByPAS((CRecipientFilter *)local_3c,local_48);
    local_3c[0] = &PTR__CPASAttenuationFilter_00c08ec8;
    local_50 = 4.0;
    if (0x32 < param_4) {
      local_50 = 20.0 / (float)(param_4 + -0x32);
    }
                    /* try { // try from 0082b091 to 0082b0b0 has its CatchHandler @ 0082b190 */
    (**(code **)(*piVar1 + 0x28c))(local_48,piVar1);
    CPASAttenuationFilter::Filter((CPASAttenuationFilter *)local_3c,local_48,local_50);
    if (param_1 == 0) {
      iVar2 = 0;
    }
    else {
      iVar2 = param_1 - *(int *)(gpGlobals + 0x58) >> 4;
    }
                    /* try { // try from 0082b122 to 0082b126 has its CatchHandler @ 0082b177 */
    CBaseEntity::EmitSentenceByIndex
              ((CRecipientFilter *)local_3c,iVar2,2,param_2,param_3,param_4,param_5,param_6,0,0,1,0)
    ;
    local_3c[0] = &PTR__CPASFilter_00bfaf28;
    CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
  }
  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)