CWordTag::CWordTag
0x000de600 · 221 bytes · __thiscall
_ZN8CWordTagC1ERKS_
Decompiled
undefined (2 params)
/* CWordTag::CWordTag(CWordTag const&) */
void __thiscall CWordTag::CWordTag(CWordTag *this,CWordTag *param_1)
{
undefined4 uVar1;
CPhonemeTag *pCVar2;
CPhonemeTag *this_00;
int iVar3;
CPhonemeTag *local_20 [4];
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x28) = 0;
/* try { // try from 000de64f to 000de69c has its CatchHandler @ 000de6dd */
SetWord(this,*(char **)(param_1 + 0x28));
uVar1 = *(undefined4 *)(param_1 + 0x24);
iVar3 = 0;
*(undefined4 *)(this + 0x20) = *(undefined4 *)(param_1 + 0x20);
*(undefined4 *)(this + 0x24) = uVar1;
*(undefined4 *)this = *(undefined4 *)param_1;
*(undefined4 *)(this + 4) = *(undefined4 *)(param_1 + 4);
this[0x1c] = param_1[0x1c];
if (0 < *(int *)(param_1 + 0x14)) {
do {
pCVar2 = *(CPhonemeTag **)(*(int *)(param_1 + 8) + iVar3 * 4);
this_00 = operator_new(0x18);
/* try { // try from 000de6a9 to 000de6ad has its CatchHandler @ 000de6f2 */
CPhonemeTag::CPhonemeTag(this_00,pCVar2);
local_20[0] = this_00;
/* try { // try from 000de6c8 to 000de6cc has its CatchHandler @ 000de6dd */
CUtlVector<CPhonemeTag*,CUtlMemory<CPhonemeTag*,int>>::InsertBefore
((CUtlVector<CPhonemeTag*,CUtlMemory<CPhonemeTag*,int>> *)(this + 8),
*(int *)(this + 0x14),local_20);
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(param_1 + 0x14));
}
return;
}
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.