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 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.