Script_Say
0x00b44580 · 239 bytes · __cdecl
_ZL10Script_SayP9HSCRIPT__PKcb
Decompiled
undefined (3 params)
/* Script_Say(HSCRIPT__*, char const*, bool) */
void Script_Say(HSCRIPT__ *param_1,char *param_2,bool param_3)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
int iVar3;
int in_GS_OFFSET;
CCommand local_528 [1288];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
CCommand::CCommand(local_528);
if (param_1 == (HSCRIPT__ *)0x0) {
CCommand::Tokenize(local_528,param_2,(characterset_t *)0x0);
}
else {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
iVar3 = (*pcVar1)(g_pScriptVM,param_1,pSVar2);
CCommand::Tokenize(local_528,param_2,(characterset_t *)0x0);
if (iVar3 != 0) {
Host_Say(*(edict_t **)(iVar3 + 0x30),local_528,param_3);
goto LAB_00b44625;
}
}
Host_Say((edict_t *)0x0,local_528,false);
LAB_00b44625:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.