L L4D2node

CSpeechScriptBridge::AddRuleFromScript

0x0080cda0 · 28 bytes · __thiscall

_ZN19CSpeechScriptBridge17AddRuleFromScriptEPN3rr211IResponseDBEP9HSCRIPT__b

Decompiled

undefined (4 params)

/* CSpeechScriptBridge::AddRuleFromScript(rr2::IResponseDB*, HSCRIPT__*, bool) */

void __thiscall
CSpeechScriptBridge::AddRuleFromScript
          (CSpeechScriptBridge *this,IResponseDB *param_1,HSCRIPT__ *param_2,bool param_3)

{
  CRuleScriptBridge::AddRuleFromScript(param_1,param_2,param_3);
  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)