L L4D2node

CSentence::ResetToBase

0x000dea20 · 114 bytes · __thiscall

_ZN9CSentence11ResetToBaseEv

Decompiled

undefined (1 param)

/* CSentence::ResetToBase() */

void __thiscall CSentence::ResetToBase(CSentence *this)

{
  CWordTag *this_00;
  int iVar1;
  
  iVar1 = *(int *)(this + 0x10);
  if (*(int *)(this + 0x2c) < iVar1) {
    do {
      this_00 = *(CWordTag **)(*(int *)(this + 4) + -4 + iVar1 * 4);
      if (this_00 != (CWordTag *)0x0) {
        CWordTag::~CWordTag(this_00);
        operator_delete(this_00);
      }
      CUtlVector<CWordTag*,CUtlMemory<CWordTag*,int>>::ShiftElementsLeft
                ((CUtlVector<CWordTag*,CUtlMemory<CWordTag*,int>> *)(this + 4),
                 *(int *)(this + 0x10) + -1,1);
      iVar1 = *(int *)(this + 0x10) + -1;
      *(int *)(this + 0x10) = iVar1;
    } while (*(int *)(this + 0x2c) < iVar1);
  }
  ClearRuntimePhonemes(this);
  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)