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 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.