L L4D2node

CSentence::AddPhonemeTag

0x000ddeb0 · 36 bytes · __cdecl

_ZN9CSentence13AddPhonemeTagEP8CWordTagP11CPhonemeTag

Decompiled

undefined (2 params)

/* CSentence::AddPhonemeTag(CWordTag*, CPhonemeTag*) */

void CSentence::AddPhonemeTag(CWordTag *param_1,CPhonemeTag *param_2)

{
  CUtlVector<CPhonemeTag*,CUtlMemory<CPhonemeTag*,int>>::InsertBefore
            ((CUtlVector<CPhonemeTag*,CUtlMemory<CPhonemeTag*,int>> *)(param_2 + 8),
             *(int *)(param_2 + 0x14),(CPhonemeTag **)&stack0x0000000c);
  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)