L L4D2node

CScriptSpeechQueue::CQueuedScriptEvent::CQueuedScriptEvent

0x005da730 · 98 bytes · __thiscall

_ZN18CScriptSpeechQueue18CQueuedScriptEventC2ERKS0_

Decompiled

undefined (2 params)

/* CScriptSpeechQueue::CQueuedScriptEvent::CQueuedScriptEvent(CScriptSpeechQueue::CQueuedScriptEvent
   const&) */

void __thiscall
CScriptSpeechQueue::CQueuedScriptEvent::CQueuedScriptEvent
          (CQueuedScriptEvent *this,CQueuedScriptEvent *param_1)

{
  undefined4 uVar1;
  
  uVar1 = (**(code **)(*g_pScriptVM + 0x40))(g_pScriptVM,*(undefined4 *)param_1);
  *(undefined4 *)this = uVar1;
  uVar1 = (**(code **)(*g_pScriptVM + 0x40))(g_pScriptVM,*(undefined4 *)(param_1 + 4));
  *(undefined4 *)(this + 4) = uVar1;
  *(undefined4 *)(this + 8) = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(this + 0xc) = *(undefined4 *)(param_1 + 0xc);
  AI_CriteriaSet::AI_CriteriaSet((AI_CriteriaSet *)(this + 0x10),(AI_CriteriaSet *)(param_1 + 0x10))
  ;
  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)