L L4D2node

Vocalizer::Say

0x00a090c0 · 206 bytes · __thiscall

_ZN9Vocalizer3SayEPKc18SpeechPriorityTypeS1_

Decompiled

undefined (4 params)

/* Vocalizer::Say(char const*, SpeechPriorityType, char const*) */

undefined4 __thiscall
Vocalizer::Say(Vocalizer *this,char *param_1,undefined4 param_3,undefined4 param_4)

{
  float fVar1;
  code *pcVar2;
  char cVar3;
  undefined4 uVar4;
  int *piVar5;
  longdouble lVar6;
  CAI_Concept local_24 [20];
  
  uVar4 = (**(code **)(**(int **)this + 0x558))(*(int **)this);
  if ((char)uVar4 == '\0') {
    piVar5 = (int *)(**(code **)(**(int **)this + 0x77c))(*(int **)this);
    cVar3 = (**(code **)(*piVar5 + 0x10))(piVar5);
    if (cVar3 == '\0') {
      fVar1 = *(float *)(*(int *)this + 0x30a0);
      lVar6 = (longdouble)CountdownTimer::Now();
      if (fVar1 - (float)lVar6 <= 0.0) {
        pcVar2 = *(code **)(**(int **)this + 0x7b4);
        CAI_Concept::CAI_Concept(local_24,param_1);
        uVar4 = (*pcVar2)(*(undefined4 *)this,local_24,param_3,param_4,0,0,0);
      }
    }
  }
  else {
    uVar4 = 0;
  }
  return uVar4;
}

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)