L L4D2node

CScriptSpeechQueue::Add

0x005daf90 · 172 bytes · __thiscall

_ZN18CScriptSpeechQueue3AddEP9HSCRIPT__S1_fP11CBaseEntityP14AI_CriteriaSet

Decompiled

undefined (6 params)

/* CScriptSpeechQueue::Add(HSCRIPT__*, HSCRIPT__*, float, CBaseEntity*, AI_CriteriaSet*) */

void __thiscall
CScriptSpeechQueue::Add
          (CScriptSpeechQueue *this,HSCRIPT__ *param_1,HSCRIPT__ *param_2,float param_3,
          CBaseEntity *param_4,AI_CriteriaSet *param_5)

{
  int iVar1;
  CQueuedScriptEvent *this_00;
  CQueuedScriptEvent local_4c [60];
  
  CQueuedScriptEvent::CQueuedScriptEvent(local_4c,param_1,param_2,param_3,param_4,param_5);
                    /* try { // try from 005dafd9 to 005db02a has its CatchHandler @ 005db045 */
  this_00 = (CQueuedScriptEvent *)
            CUtlLinkedList<CScriptSpeechQueue::CQueuedScriptEvent,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CScriptSpeechQueue::CQueuedScriptEvent,int>>>
            ::AllocInternal((CUtlLinkedList<CScriptSpeechQueue::CQueuedScriptEvent,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CScriptSpeechQueue::CQueuedScriptEvent,int>>>
                             *)this,false);
  if (this_00 == (CQueuedScriptEvent *)0x0) {
    CQueuedScriptEvent::~CQueuedScriptEvent(local_4c);
    return;
  }
  CUtlLinkedList<CScriptSpeechQueue::CQueuedScriptEvent,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CScriptSpeechQueue::CQueuedScriptEvent,int>>>
  ::Unlink((CUtlLinkedList<CScriptSpeechQueue::CQueuedScriptEvent,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CScriptSpeechQueue::CQueuedScriptEvent,int>>>
            *)this,(int)this_00);
  *(undefined4 *)(this_00 + 0x34) = 0;
  iVar1 = *(int *)(this + 0x10);
  *(int *)(this_00 + 0x30) = iVar1;
  *(CQueuedScriptEvent **)(this + 0x10) = this_00;
  if (iVar1 == 0) {
    *(CQueuedScriptEvent **)(this + 0xc) = this_00;
  }
  else {
    *(CQueuedScriptEvent **)(iVar1 + 0x34) = this_00;
  }
  *(int *)(this + 0x18) = *(int *)(this + 0x18) + 1;
  CQueuedScriptEvent::CQueuedScriptEvent(this_00,local_4c);
  CQueuedScriptEvent::~CQueuedScriptEvent(local_4c);
  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)