L L4D2node

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 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)