L L4D2node

CChoreoScene::HasUnplayedSpeech

0x00bb26c0 · 105 bytes · __thiscall

_ZN12CChoreoScene17HasUnplayedSpeechEv

Decompiled

undefined (1 param)

/* CChoreoScene::HasUnplayedSpeech() */

undefined4 __thiscall CChoreoScene::HasUnplayedSpeech(CChoreoScene *this)

{
  float fVar1;
  CChoreoEvent *this_00;
  int iVar2;
  int iVar3;
  longdouble lVar4;
  
  iVar3 = 0;
  if (0 < *(int *)(this + 0x10)) {
    do {
      this_00 = *(CChoreoEvent **)(*(int *)(this + 4) + iVar3 * 4);
      iVar2 = CChoreoEvent::GetType(this_00);
      if ((iVar2 == 5) &&
         (fVar1 = *(float *)(this + 0x7c), lVar4 = (longdouble)CChoreoEvent::GetStartTime(this_00),
         fVar1 < (float)lVar4)) {
        return 1;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(this + 0x10));
  }
  return 0;
}

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)