L L4D2node

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 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)