CSpeechScriptBridge::CSpeechResponse_t::CallFunc
0x0080aa10 · 98 bytes · __cdecl
_ZNK19CSpeechScriptBridge17CSpeechResponse_t8CallFuncEv
Decompiled
undefined (0 params)
/* CSpeechScriptBridge::CSpeechResponse_t::CallFunc() const */
undefined4 * CSpeechScriptBridge::CSpeechResponse_t::CallFunc(void)
{
int *piVar1;
undefined4 *in_stack_00000004;
int in_stack_00000008;
*in_stack_00000004 = 0;
*(undefined2 *)(in_stack_00000004 + 2) = 0;
piVar1 = g_pScriptVM;
*(undefined2 *)((int)in_stack_00000004 + 10) = 0;
/* try { // try from 0080aa64 to 0080aa66 has its CatchHandler @ 0080aa72 */
(**(code **)(*piVar1 + 0x50))(piVar1,*(undefined4 *)(in_stack_00000008 + 0xc),0,0);
return in_stack_00000004;
}
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.