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 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.