L L4D2node

CSentence::CSentence

0x000db5a0 · 149 bytes · __thiscall

_ZN9CSentenceC2Ev

Decompiled

undefined (1 param)

/* CSentence::CSentence() */

void __thiscall CSentence::CSentence(CSentence *this)

{
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x3c) = 0;
  *(undefined4 *)(this + 0x40) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 0x44) = 0;
  this[0x4a] = (CSentence)0x0;
  this[0x49] = (CSentence)0x0;
  this[0x48] = (CSentence)0x0;
  this[0x4b] = (CSentence)0x0;
  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)