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 intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.