L L4D2node

InfoChangelevel::ChangeLevelSpeechDelay

0x00864c10 · 125 bytes · __thiscall

_ZN15InfoChangelevel22ChangeLevelSpeechDelayEv

Decompiled

undefined (1 param)

/* InfoChangelevel::ChangeLevelSpeechDelay() */

void __thiscall InfoChangelevel::ChangeLevelSpeechDelay(InfoChangelevel *this)

{
  undefined1 local_24 [20];
  undefined4 local_10 [2];
  
  local_10[0] = 0;
  ForEachSurvivor<SpeechDelay>((SpeechDelay *)local_10);
  CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)ChangeLevelNow);
  CBaseEntity::SetNextThink
            ((CBaseEntity *)this,
             *(float *)(ChangeLevelPauseInterval._28_4_ + 0x2c) + *(float *)(gpGlobals + 0xc),
             (char *)0x0);
  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)