L L4D2node

CSentence::AddWordTag

0x000de030 · 36 bytes · __cdecl

_ZN9CSentence10AddWordTagEP8CWordTag

Decompiled

undefined (1 param)

/* CSentence::AddWordTag(CWordTag*) */

void CSentence::AddWordTag(CWordTag *param_1)

{
  CUtlVector<CWordTag*,CUtlMemory<CWordTag*,int>>::InsertBefore
            ((CUtlVector<CWordTag*,CUtlMemory<CWordTag*,int>> *)(param_1 + 4),
             *(int *)(param_1 + 0x10),(CWordTag **)&stack0x00000008);
  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)