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 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.