CSpeechScriptBridge::CSpeechResponse_t::CSpeechResponse_t
0x0080a990 · 69 bytes · __thiscall
_ZN19CSpeechScriptBridge17CSpeechResponse_tC1EP9HSCRIPT__S2_
Decompiled
undefined (3 params)
/* CSpeechScriptBridge::CSpeechResponse_t::CSpeechResponse_t(HSCRIPT__*, HSCRIPT__*) */
void __thiscall
CSpeechScriptBridge::CSpeechResponse_t::CSpeechResponse_t
(CSpeechResponse_t *this,HSCRIPT__ *param_1,HSCRIPT__ *param_2)
{
CRuleScriptBridge::CScriptResponse_t::CScriptResponse_t((CScriptResponse_t *)this,param_1,param_2)
;
*(undefined ***)this = &PTR__CSpeechResponse_t_00ccad28;
*(undefined4 *)(this + 0xc) = 0;
/* try { // try from 0080a9c9 to 0080a9cd has its CatchHandler @ 0080a9d5 */
GetValueToAutoRef((CScriptAutoRef *)(this + 0xc),*(HSCRIPT__ **)(this + 4),"SelectResponse");
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.