SurvivorBot::Say
0x0093ab20 · 424 bytes · __thiscall
_ZN11SurvivorBot3SayEPKcNS_15SayPriorityTypeEfP20CBaseCombatCharacter
Decompiled
undefined (5 params)
/* SurvivorBot::Say(char const*, SurvivorBot::SayPriorityType, float, CBaseCombatCharacter*) */
void __thiscall
SurvivorBot::Say(SurvivorBot *this,char *param_1,int param_3,float param_4,int *param_5)
{
int iVar1;
undefined4 *puVar2;
int iVar3;
SurvivorBot *pSVar4;
longdouble lVar5;
if (0 < *(int *)(this + 0x1ab00)) {
iVar3 = 0;
pSVar4 = this;
do {
if (((*(char **)(pSVar4 + 0x1aabc) == param_1) ||
(iVar1 = _V_stricmp(param_1,*(char **)(pSVar4 + 0x1aabc)), iVar1 == 0)) &&
(*(float *)(gpGlobals + 0xc) - *(float *)(pSVar4 + 0x1aac0) < 5.0)) {
return;
}
iVar3 = iVar3 + 1;
pSVar4 = pSVar4 + 8;
} while (iVar3 < *(int *)(this + 0x1ab00));
}
if ((*(int *)(this + 0x1aaa4) == 0) || (*(int *)(this + 0x1aaa8) <= param_3)) {
*(char **)(this + 0x1aaa4) = param_1;
*(int *)(this + 0x1aaa8) = param_3;
lVar5 = (longdouble)CountdownTimer::Now();
if ((float)lVar5 + param_4 != *(float *)(this + 0x1aab4)) {
(**(code **)(*(int *)(this + 0x1aaac) + 4))(this + 0x1aaac,this + 0x1aab4);
*(float *)(this + 0x1aab4) = (float)lVar5 + param_4;
}
if (param_4 != *(float *)(this + 0x1aab0)) {
(**(code **)(*(int *)(this + 0x1aaac) + 4))(this + 0x1aaac,this + 0x1aab0);
*(float *)(this + 0x1aab0) = param_4;
}
if (param_5 == (int *)0x0) {
*(undefined4 *)(this + 0x1aab8) = 0xffffffff;
}
else {
puVar2 = (undefined4 *)(**(code **)(*param_5 + 0xc))(param_5);
*(undefined4 *)(this + 0x1aab8) = *puVar2;
}
iVar1 = gpGlobals;
iVar3 = *(int *)(this + 0x1aafc);
*(char **)(this + iVar3 * 8 + 0x1aabc) = param_1;
*(undefined4 *)(this + iVar3 * 8 + 0x1aac0) = *(undefined4 *)(iVar1 + 0xc);
iVar1 = 0;
if (iVar3 + 1 < 8) {
iVar1 = iVar3 + 1;
}
*(int *)(this + 0x1aafc) = iVar1;
if (*(int *)(this + 0x1ab00) < 8) {
*(int *)(this + 0x1ab00) = *(int *)(this + 0x1ab00) + 1;
}
}
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.