L L4D2node

CAI_ExpresserHost<CFlexExpresserShim>::Speak

0x008d0830 · 118 bytes · __thiscall

_ZN17CAI_ExpresserHostI18CFlexExpresserShimE5SpeakE11CAI_ConceptP14AI_CriteriaSetPcjP16IRecipientFilter

Decompiled

undefined (6 params)

/* CAI_ExpresserHost<CFlexExpresserShim>::Speak(CAI_Concept, AI_CriteriaSet*, char*, unsigned int,
   IRecipientFilter*) */

void __thiscall
CAI_ExpresserHost<CFlexExpresserShim>::Speak
          (CAI_ExpresserHost<CFlexExpresserShim> *param_1,CAI_Concept *param_2,
          AI_CriteriaSet *param_3,char *param_4,uint param_5,IRecipientFilter *param_6)

{
  CAI_Expresser *this;
  undefined4 *puVar1;
  
  this = *(CAI_Expresser **)(param_1 + 0x1908);
  puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  *(undefined4 *)(param_2 + 4) = *puVar1;
  CAI_Expresser::GatherCriteria(this,param_3,param_2,(char *)0x0);
  CAI_Expresser::Speak(this,param_2,param_3,param_4,param_5,param_6);
  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)