L L4D2node

CTerrorPlayer::OnOfferVocalized

0x009ac7a0 · 173 bytes · __cdecl

_ZN13CTerrorPlayer16OnOfferVocalizedEP13CTerrorWeaponPS_b

Decompiled

undefined (3 params)

/* CTerrorPlayer::OnOfferVocalized(CTerrorWeapon*, CTerrorPlayer*, bool) */

void CTerrorPlayer::OnOfferVocalized(CTerrorWeapon *param_1,CTerrorPlayer *param_2,bool param_3)

{
  code *pcVar1;
  char cVar2;
  CAI_Concept local_24 [20];
  
  pcVar1 = *(code **)(*(int *)param_1 + 0x7b4);
  CAI_Concept::CAI_Concept(local_24,"OfferItem");
  cVar2 = (*pcVar1)(param_1,local_24,1,0,0,0,0);
  if (cVar2 == '\0') {
    pcVar1 = *(code **)(*(int *)param_1 + 0x7b4);
    CAI_Concept::CAI_Concept(local_24,"PlayerAlertGiveItem");
    (*pcVar1)(param_1,local_24,1,0,0,0,0);
  }
  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)