L L4D2node

CSpeechScriptBridge::TranslateSymbol

0x00809a20 · 86 bytes · __cdecl

_ZN19CSpeechScriptBridge15TranslateSymbolERK10CUtlSymbol

Decompiled

undefined (1 param)

/* CSpeechScriptBridge::TranslateSymbol(CUtlSymbol const&) */

CUtlSymbol * CSpeechScriptBridge::TranslateSymbol(CUtlSymbol *param_1)

{
  undefined2 *in_stack_0000000c;
  undefined2 local_e;
  
  local_e = *in_stack_0000000c;
  CUtlSymbolTable::String((CUtlSymbolTable *)AI_CriteriaSet::sm_CriteriaSymbols,&local_e);
  CUtlSymbolTable::AddString((char *)&local_e);
  *(undefined2 *)param_1 = local_e;
  return param_1;
}

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)