L L4D2node

CTerrorPlayer::Vocalize

0x009f7700 · 611 bytes · __thiscall

_ZN13CTerrorPlayer8VocalizeEPKcff

Decompiled

undefined (4 params)

/* CTerrorPlayer::Vocalize(char const*, float, float) */

void __thiscall
CTerrorPlayer::Vocalize(CTerrorPlayer *this,char *param_1,float param_2,float param_3)

{
  float fVar1;
  longdouble lVar2;
  float local_20;
  float local_10;
  
  if (param_2 < 0.0) {
    CBaseEntity::EmitSound((CBaseEntity *)this,param_1,0.0,(float *)0x0);
  }
  else if (param_2 <= 0.0) {
    local_10 = 0.0;
    CBaseEntity::EmitSound((CBaseEntity *)this,param_1,0.0,&local_10);
    if (param_2 <= local_10) {
      param_2 = local_10;
    }
    local_20 = param_2 + 0.2;
    lVar2 = (longdouble)CountdownTimer::Now();
    if ((float)lVar2 + local_20 != *(float *)(this + 0x30a0)) {
      (**(code **)(*(int *)(this + 0x3098) + 4))(this + 0x3098,this + 0x30a0);
      *(float *)(this + 0x30a0) = (float)lVar2 + local_20;
    }
    if (local_20 != *(float *)(this + 0x309c)) {
      (**(code **)(*(int *)(this + 0x3098) + 4))(this + 0x3098,this + 0x309c);
      *(float *)(this + 0x309c) = local_20;
    }
  }
  else {
    CBaseEntity::EmitSound((CBaseEntity *)this,param_1,0.0,(float *)0x0);
    lVar2 = (longdouble)CountdownTimer::Now();
    if ((float)lVar2 + param_2 == *(float *)(this + 0x30a0)) {
      fVar1 = *(float *)(this + 0x309c);
    }
    else {
      (**(code **)(*(int *)(this + 0x3098) + 4))(this + 0x3098,this + 0x30a0);
      fVar1 = *(float *)(this + 0x309c);
      *(float *)(this + 0x30a0) = (float)lVar2 + param_2;
    }
    if (param_2 != fVar1) {
      (**(code **)(*(int *)(this + 0x3098) + 4))(this + 0x3098,this + 0x309c);
      *(float *)(this + 0x309c) = param_2;
    }
  }
  if (0.0 < param_3) {
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    CSoundEnt::InsertSound
              (8,(Vector *)(this + 0x2e0),0x800,param_3,(CBaseEntity *)this,10,(CBaseEntity *)0x0);
  }
  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)