CSpeechScriptBridge::CSpeechResponse_t::~CSpeechResponse_t
0x00809fa0 · 61 bytes · __thiscall
_ZN19CSpeechScriptBridge17CSpeechResponse_tD1Ev
Decompiled
undefined (1 param)
/* CSpeechScriptBridge::CSpeechResponse_t::~CSpeechResponse_t() */
void __thiscall CSpeechScriptBridge::CSpeechResponse_t::~CSpeechResponse_t(CSpeechResponse_t *this)
{
*(undefined ***)this = &PTR__CSpeechResponse_t_00ccad28;
if (*(int *)(this + 0xc) != 0) {
(**(code **)(*g_pScriptVM + 0x30))(g_pScriptVM,*(int *)(this + 0xc));
*(undefined4 *)(this + 0xc) = 0;
}
CRuleScriptBridge::CScriptResponse_t::~CScriptResponse_t((CScriptResponse_t *)this);
return;
}
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.