CSentence::ClearRuntimePhonemes
0x000dd0d0 · 96 bytes · __thiscall
_ZN9CSentence20ClearRuntimePhonemesEv
Decompiled
undefined (1 param)
/* CSentence::ClearRuntimePhonemes() */
void __thiscall CSentence::ClearRuntimePhonemes(CSentence *this)
{
int iVar1;
iVar1 = *(int *)(this + 0x24);
while( true ) {
if (iVar1 < 1) {
return;
}
operator_delete((void *)**(undefined4 **)(this + 0x18));
iVar1 = *(int *)(this + 0x24) + -1;
if (iVar1 < 1) break;
_V_memmove(*(void **)(this + 0x18),(void *)((int)*(void **)(this + 0x18) + 4),iVar1 * 4);
iVar1 = *(int *)(this + 0x24) + -1;
*(int *)(this + 0x24) = iVar1;
}
*(int *)(this + 0x24) = iVar1;
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.