L L4D2node

CSentence::Reset

0x000deaa0 · 116 bytes · __thiscall

_ZN9CSentence5ResetEv

Decompiled

undefined (1 param)

/* CSentence::Reset() */

void __thiscall CSentence::Reset(CSentence *this)

{
  CWordTag *this_00;
  int iVar1;
  
  iVar1 = *(int *)(this + 0x10);
  *(undefined4 *)(this + 0x2c) = 0;
  while (0 < iVar1) {
    this_00 = (CWordTag *)**(undefined4 **)(this + 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),0,1);
    iVar1 = *(int *)(this + 0x10) + -1;
    *(int *)(this + 0x10) = iVar1;
  }
  *(undefined4 *)(this + 0x3c) = 0;
  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)