L L4D2node

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 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)