L L4D2node

CPhonemeTag::CPhonemeTag

0x000db300 · 75 bytes · __thiscall

_ZN11CPhonemeTagC2ERKS_

Decompiled

undefined (2 params)

/* CPhonemeTag::CPhonemeTag(CPhonemeTag const&) */

void __thiscall CPhonemeTag::CPhonemeTag(CPhonemeTag *this,CPhonemeTag *param_1)

{
  CPhonemeTag CVar1;
  undefined4 uVar2;
  char *pcVar3;
  
  *(undefined4 *)this = *(undefined4 *)param_1;
  *(undefined4 *)(this + 4) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(this + 8) = *(undefined4 *)(param_1 + 8);
  uVar2 = *(undefined4 *)(param_1 + 0xc);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)(param_1 + 0x10);
  *(undefined4 *)(this + 0xc) = uVar2;
  CVar1 = param_1[10];
  *(undefined4 *)(this + 0x14) = 0;
  this[10] = CVar1;
  pcVar3 = "";
  if (*(char **)(param_1 + 0x14) != (char *)0x0) {
    pcVar3 = *(char **)(param_1 + 0x14);
  }
  SetTag(this,pcVar3);
  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)