L L4D2node

CChoreoScene::SpeechFinished

0x00bb1ab0 · 147 bytes · __thiscall

_ZNK12CChoreoScene14SpeechFinishedEv

Decompiled

undefined (1 param)

/* CChoreoScene::SpeechFinished() const */

bool __thiscall CChoreoScene::SpeechFinished(CChoreoScene *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  longdouble extraout_ST0;
  float fVar4;
  float local_20;
  
  iVar3 = 0;
  local_20 = -1.0;
  iVar1 = *(int *)(this + 0x10);
  if (0 < iVar1) {
    do {
      while (iVar2 = CChoreoEvent::GetType(*(CChoreoEvent **)(*(int *)(this + 4) + iVar3 * 4)),
            iVar2 == 5) {
        iVar2 = iVar3 * 4;
        iVar3 = iVar3 + 1;
        CChoreoEvent::GetEndTime(*(CChoreoEvent **)(*(int *)(this + 4) + iVar2));
        fVar4 = (float)extraout_ST0;
        if ((float)extraout_ST0 <= local_20) {
          fVar4 = local_20;
        }
        local_20 = fVar4;
        if (iVar3 == iVar1) goto LAB_00bb1b20;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 != iVar1);
LAB_00bb1b20:
    if (0.0 <= local_20) {
      return local_20 < *(float *)(this + 0x7c) || local_20 == *(float *)(this + 0x7c);
    }
  }
  return false;
}

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)