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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.