CSentence::AddRuntimePhoneme
0x000dd140 · 293 bytes · __thiscall
_ZN9CSentence17AddRuntimePhonemeEPK11CPhonemeTag
Decompiled
undefined (2 params)
/* CSentence::AddRuntimePhoneme(CPhonemeTag const*) */
void __thiscall CSentence::AddRuntimePhoneme(CSentence *this,CPhonemeTag *param_1)
{
int iVar1;
undefined4 *puVar2;
int iVar3;
void *pvVar4;
int iVar5;
int iVar6;
puVar2 = operator_new(0xc);
*puVar2 = 0;
puVar2[1] = 0;
*(undefined2 *)(puVar2 + 2) = 0;
*puVar2 = *(undefined4 *)param_1;
puVar2[1] = *(undefined4 *)(param_1 + 4);
puVar2[2] = *(undefined4 *)(param_1 + 8);
iVar1 = *(int *)(this + 0x24);
iVar5 = *(int *)(this + 0x1c);
iVar6 = iVar1 + 1;
if (iVar5 < iVar6) {
iVar3 = *(int *)(this + 0x20);
if (-1 < iVar3) {
if (iVar3 == 0) {
if (iVar5 == 0) {
if (iVar6 < 9) {
iVar3 = 8;
goto LAB_000dd207;
}
iVar5 = 8;
}
do {
iVar3 = iVar5 * 2;
if (iVar6 <= iVar3) break;
iVar3 = iVar5 * 4;
iVar5 = iVar3;
} while (iVar3 < iVar6);
}
else {
for (iVar3 = (iVar1 / iVar3 + 1) * iVar3; iVar3 < iVar6; iVar3 = (iVar3 + iVar6) / 2) {
}
}
LAB_000dd207:
*(int *)(this + 0x1c) = iVar3;
if (*(void **)(this + 0x18) == (void *)0x0) {
pvVar4 = malloc(iVar3 << 2);
*(void **)(this + 0x18) = pvVar4;
}
else {
pvVar4 = realloc(*(void **)(this + 0x18),iVar3 << 2);
*(void **)(this + 0x18) = pvVar4;
iVar6 = *(int *)(this + 0x24) + 1;
}
goto LAB_000dd190;
}
}
pvVar4 = *(void **)(this + 0x18);
LAB_000dd190:
*(int *)(this + 0x24) = iVar6;
iVar6 = (iVar6 - iVar1) + -1;
*(void **)(this + 0x28) = pvVar4;
iVar1 = iVar1 * 4;
if (0 < iVar6) {
_V_memmove((void *)((int)pvVar4 + iVar1 + 4),(void *)((int)pvVar4 + iVar1),iVar6 * 4);
pvVar4 = *(void **)(this + 0x18);
}
if ((undefined4 *)((int)pvVar4 + iVar1) != (undefined4 *)0x0) {
*(undefined4 *)((int)pvVar4 + iVar1) = puVar2;
}
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.