CSentence::SetText
0x000dd670 · 89 bytes · __thiscall
_ZN9CSentence7SetTextEPKc
Decompiled
undefined (2 params)
/* CSentence::SetText(char const*) */
void __thiscall CSentence::SetText(CSentence *this,char *param_1)
{
int iVar1;
char *pcVar2;
if (*(void **)this != (void *)0x0) {
operator_delete__(*(void **)this);
}
*(undefined4 *)this = 0;
if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
iVar1 = _V_strlen(param_1);
pcVar2 = operator_new__(iVar1 + 1U);
*(char **)this = pcVar2;
V_strncpy(pcVar2,param_1,iVar1 + 1U);
}
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.