Script_QueueSpeak
0x00b44bf0 · 229 bytes · __cdecl
_ZL17Script_QueueSpeakP9HSCRIPT__PKcfS2_
Decompiled
undefined (4 params)
/* Script_QueueSpeak(HSCRIPT__*, char const*, float, char const*) */
void Script_QueueSpeak(HSCRIPT__ *param_1,char *param_2,float param_3,char *param_4)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
int *piVar3;
int iVar4;
undefined4 *puVar5;
CAI_Concept local_4c [8];
undefined4 local_44;
undefined4 local_40;
AI_CriteriaSet local_3c [44];
if (param_1 != (HSCRIPT__ *)0x0) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
piVar3 = (int *)(*pcVar1)(g_pScriptVM,param_1,pSVar2);
if (piVar3 != (int *)0x0) {
if (param_4 == (char *)0x0) {
param_4 = "";
}
AI_CriteriaSet::AI_CriteriaSet(local_3c);
/* try { // try from 00b44c51 to 00b44cc4 has its CatchHandler @ 00b44cd5 */
iVar4 = _V_strlen(param_4);
if (0 < iVar4) {
AI_CriteriaSet::Merge(local_3c,param_4);
}
CAI_Concept::CAI_Concept(local_4c,param_2);
puVar5 = (undefined4 *)(**(code **)(*piVar3 + 0xc))(piVar3);
local_40 = *puVar5;
local_44 = 2;
CResponseQueue::Add((CResponseQueue *)g_ResponseQueueManager._12_4_,local_4c,local_3c,
param_3 + *(float *)(gpGlobals + 0xc),(CFollowupTargetSpec_t *)&local_44,
(CBaseEntity *)0x0);
AI_CriteriaSet::~AI_CriteriaSet(local_3c);
}
}
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.