CScriptSpeechQueue::CQueuedScriptEvent::CQueuedScriptEvent
0x005da690 · 132 bytes · __thiscall
_ZN18CScriptSpeechQueue18CQueuedScriptEventC2EP9HSCRIPT__S2_fP11CBaseEntityP14AI_CriteriaSet
Decompiled
undefined (6 params)
/* CScriptSpeechQueue::CQueuedScriptEvent::CQueuedScriptEvent(HSCRIPT__*, HSCRIPT__*, float,
CBaseEntity*, AI_CriteriaSet*) */
void __thiscall
CScriptSpeechQueue::CQueuedScriptEvent::CQueuedScriptEvent
(CQueuedScriptEvent *this,HSCRIPT__ *param_1,HSCRIPT__ *param_2,float param_3,
CBaseEntity *param_4,AI_CriteriaSet *param_5)
{
undefined4 uVar1;
undefined4 *puVar2;
uVar1 = (**(code **)(*g_pScriptVM + 0x40))(g_pScriptVM,param_1);
*(undefined4 *)this = uVar1;
uVar1 = (**(code **)(*g_pScriptVM + 0x40))(g_pScriptVM,param_2);
*(undefined4 *)(this + 4) = uVar1;
*(float *)(this + 8) = param_3;
*(undefined4 *)(this + 0xc) = 0xffffffff;
if (param_4 != (CBaseEntity *)0x0) {
puVar2 = (undefined4 *)(**(code **)(*(int *)param_4 + 0xc))(param_4);
*(undefined4 *)(this + 0xc) = *puVar2;
}
AI_CriteriaSet::AI_CriteriaSet((AI_CriteriaSet *)(this + 0x10));
if (*(int *)this != 0) {
/* try { // try from 005da708 to 005da70c has its CatchHandler @ 005da714 */
AI_CriteriaSet::Merge((AI_CriteriaSet *)(this + 0x10),param_5);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.