L L4D2node

CTerrorPlayer::InputSpeakResponseConcept

0x00996710 · 96 bytes · __thiscall

_ZN13CTerrorPlayer25InputSpeakResponseConceptER11inputdata_t

Decompiled

undefined (2 params)

/* CTerrorPlayer::InputSpeakResponseConcept(inputdata_t&) */

void __thiscall CTerrorPlayer::InputSpeakResponseConcept(CTerrorPlayer *this,inputdata_t *param_1)

{
  undefined4 uVar1;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  local_2c = *(undefined4 *)param_1;
  local_28 = *(undefined4 *)(param_1 + 4);
  local_24 = *(undefined4 *)(param_1 + 8);
  local_20 = *(undefined4 *)(param_1 + 0xc);
  local_1c = *(undefined4 *)(param_1 + 0x10);
  local_18 = *(undefined4 *)(param_1 + 0x14);
  local_14 = *(undefined4 *)(param_1 + 0x18);
  local_10 = *(undefined4 *)(param_1 + 0x1c);
  uVar1 = (**(code **)(*(int *)this + 0x77c))(this);
  SpeakResponseConceptFromEntityIO(this,uVar1,&local_2c);
  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)