L L4D2node

CTerrorPlayer::OnSpokeConcept

0x009f4ba0 · 297 bytes · __thiscall

_ZN13CTerrorPlayer14OnSpokeConceptE11CAI_ConceptP11AI_Response

Decompiled

undefined (3 params)

/* CTerrorPlayer::OnSpokeConcept(CAI_Concept, AI_Response*) */

void __thiscall
CTerrorPlayer::OnSpokeConcept(CTerrorPlayer *this,CAI_Concept *param_2,AI_Response *param_3)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  int *piVar4;
  int in_GS_OFFSET;
  CTerrorPlayer *pCVar5;
  undefined2 local_a8 [2];
  undefined4 local_a4;
  CTerrorPlayer local_a0 [128];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (1 < *(int *)(developer._28_4_ + 0x30)) {
    pCVar5 = this;
    GetClientColor(local_a0);
    uVar1 = *(undefined4 *)(this + 0x30b8);
    uVar2 = CAI_Concept::GetStringConcept(param_2);
    uVar3 = (**(code **)(*(int *)this + 0xb8))(this,pCVar5);
    ConColorMsg(local_a0,"%3.1f: %s Say( %s, %d )\n",(double)*(float *)(gpGlobals + 0xc),uVar3,uVar2
                ,uVar1);
  }
  AI_Response::GetResponse(param_3,(char *)local_a0,0x80);
  piVar4 = (int *)TheNextBots();
  local_a8[0] = *(undefined2 *)param_2;
  local_a4 = *(undefined4 *)(param_2 + 4);
  (**(code **)(*piVar4 + 8))(piVar4,this,local_a8,param_3);
  *(undefined4 *)(this + 0x30b4) = *(undefined4 *)(this + 0x30b8);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)