L L4D2node

CSentence::SetTextFromWords

0x000dd7d0 · 184 bytes · __thiscall

_ZN9CSentence16SetTextFromWordsEv

Decompiled

undefined (1 param)

/* CSentence::SetTextFromWords() */

void __thiscall CSentence::SetTextFromWords(CSentence *this)

{
  char *pcVar1;
  int iVar2;
  int iVar3;
  int in_GS_OFFSET;
  char local_420 [1024];
  int local_20;
  
  iVar3 = 0;
  local_420[0] = '\0';
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (0 < *(int *)(this + 0x10)) {
    do {
      pcVar1 = *(char **)(*(int *)(*(int *)(this + 4) + iVar3 * 4) + 0x28);
      if (pcVar1 == (char *)0x0) {
        pcVar1 = "";
      }
      V_strncat(local_420,pcVar1,0x400,-1);
      iVar2 = iVar3;
      if (iVar3 != *(int *)(this + 0x10)) {
        V_strncat(local_420," ",0x400,-1);
        iVar2 = *(int *)(this + 0x10);
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < iVar2);
  }
  SetText(this,local_420);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)