L L4D2node

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 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)