L L4D2node

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 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)