CFlexExpresser::InputSpeakResponseConcept
0x008d0520 · 86 bytes · __thiscall
_ZN14CFlexExpresser25InputSpeakResponseConceptER11inputdata_t
Decompiled
undefined (2 params)
/* CFlexExpresser::InputSpeakResponseConcept(inputdata_t&) */
void __thiscall CFlexExpresser::InputSpeakResponseConcept(CFlexExpresser *this,inputdata_t *param_1)
{
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
local_2c = *(undefined4 *)param_1;
local_28 = *(undefined4 *)(param_1 + 4);
local_24 = *(undefined4 *)(param_1 + 8);
local_20 = *(undefined4 *)(param_1 + 0xc);
local_1c = *(undefined4 *)(param_1 + 0x10);
local_18 = *(undefined4 *)(param_1 + 0x14);
local_14 = *(undefined4 *)(param_1 + 0x18);
local_10 = *(undefined4 *)(param_1 + 0x1c);
SpeakResponseConceptFromEntityIO(this,*(undefined4 *)(this + 0x1908),&local_2c);
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.