Infected::Vocalize
0x00a107d0 · 414 bytes · __thiscall
_ZN8Infected8VocalizeEPKcb
Decompiled
undefined (3 params)
/* Infected::Vocalize(char const*, bool) */
void __thiscall Infected::Vocalize(Infected *this,char *param_1,bool param_2)
{
float fVar1;
int iVar2;
longdouble lVar3;
if ((*(int *)(ZombieMuteInfected._28_4_ + 0x30) == 0) &&
((param_2 ||
(lVar3 = (longdouble)CountdownTimer::Now(), *(float *)(this + 0x1d04) <= (float)lVar3)))) {
iVar2 = *(int *)(MixDynamicMaxCIEmitters._28_4_ + 0x30);
lVar3 = (longdouble)
CDirector::GetScriptValue
(TheDirector,"MobMaxSize",
*(float *)(DirectorPrivate_DirectorMobMaxSize._28_4_ + 0x2c));
if (((float)lVar3 <= (float)iVar2) || (*(int *)(MixDynamicCullMaxCIEmitters._28_4_ + 0x30) == 0)
) {
CBaseEntity::EmitSound((CBaseEntity *)this,param_1,0.0,(float *)0x0);
}
else {
iVar2 = 0;
if (*(int *)(this + 0x30) != 0) {
iVar2 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
CBaseEntity::EmitSound
((IRecipientFilter *)(this + 0x1c7c),iVar2,param_1,(Vector *)0x0,0.0,(float *)0x0);
}
lVar3 = (longdouble)RandomFloat(0x3f800000,0x40000000);
fVar1 = (float)lVar3;
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + fVar1 != *(float *)(this + 0x1d04)) {
(**(code **)(*(int *)(this + 0x1cfc) + 4))(this + 0x1cfc,this + 0x1d04);
*(float *)(this + 0x1d04) = (float)lVar3 + fVar1;
}
if (fVar1 != *(float *)(this + 0x1d00)) {
(**(code **)(*(int *)(this + 0x1cfc) + 4))(this + 0x1cfc,this + 0x1d00);
*(float *)(this + 0x1d00) = fVar1;
}
}
return;
}
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.