CSentence::ParsePlaintext
0x000dd6d0 · 202 bytes · __thiscall
_ZN9CSentence14ParsePlaintextER10CUtlBuffer
Decompiled
undefined (2 params)
/* CSentence::ParsePlaintext(CUtlBuffer&) */
void __thiscall CSentence::ParsePlaintext(CSentence *this,CUtlBuffer *param_1)
{
int iVar1;
int in_GS_OFFSET;
char local_2020 [4096];
char local_1020 [4096];
int local_20;
local_1020[0] = '\0';
local_20 = *(int *)(in_GS_OFFSET + 0x14);
while( true ) {
CUtlBuffer::GetString(param_1,local_2020,0x1000);
iVar1 = _V_stricmp(local_2020,"}");
if (iVar1 == 0) break;
V_strncat(local_1020,local_2020,0x1000,-1);
V_strncat(local_1020," ",0x1000,-1);
}
SetText(this,local_1020);
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.