CRuleScriptBridge::CScriptResponse_t::CScriptResponse_t
0x0080a810 · 93 bytes · __thiscall
_ZN17CRuleScriptBridge17CScriptResponse_tC2EP9HSCRIPT__S2_
Decompiled
undefined (3 params)
/* CRuleScriptBridge::CScriptResponse_t::CScriptResponse_t(HSCRIPT__*, HSCRIPT__*) */
void __thiscall
CRuleScriptBridge::CScriptResponse_t::CScriptResponse_t
(CScriptResponse_t *this,HSCRIPT__ *param_1,HSCRIPT__ *param_2)
{
undefined4 uVar1;
*(undefined ***)this = &PTR__CScriptResponse_t_00ccad40;
*(undefined4 *)(this + 4) = 0;
if (param_1 != (HSCRIPT__ *)0x0) {
/* try { // try from 0080a841 to 0080a843 has its CatchHandler @ 0080a86d */
uVar1 = (**(code **)(*g_pScriptVM + 0x40))(g_pScriptVM,param_1);
*(undefined4 *)(this + 4) = uVar1;
}
*(undefined4 *)(this + 8) = 0;
if (param_2 != (HSCRIPT__ *)0x0) {
/* try { // try from 0080a860 to 0080a862 has its CatchHandler @ 0080a87b */
uVar1 = (**(code **)(*g_pScriptVM + 0x40))(g_pScriptVM,param_2);
*(undefined4 *)(this + 8) = uVar1;
}
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.