L L4D2node

CSentence::GetWordForPhoneme

0x000dd600 · 101 bytes · __thiscall

_ZN9CSentence17GetWordForPhonemeEP11CPhonemeTag

Decompiled

undefined (2 params)

/* CSentence::GetWordForPhoneme(CPhonemeTag*) */

int __thiscall CSentence::GetWordForPhoneme(CSentence *this,CPhonemeTag *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  if (0 < *(int *)(this + 0x10)) {
    iVar3 = 0;
    do {
      iVar1 = *(int *)(*(int *)(this + 4) + iVar3 * 4);
      if ((iVar1 != 0) && (0 < *(int *)(iVar1 + 0x14))) {
        if ((CPhonemeTag *)**(int **)(iVar1 + 8) == param_1) {
          return iVar1;
        }
        iVar2 = 0;
        while (iVar2 = iVar2 + 1, iVar2 != *(int *)(iVar1 + 0x14)) {
          if ((CPhonemeTag *)(*(int **)(iVar1 + 8))[iVar2] == param_1) {
            return iVar1;
          }
        }
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 != *(int *)(this + 0x10));
  }
  return 0;
}

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)