L L4D2node

CSentence::InitFromBuffer

0x000e02b0 · 189 bytes · __thiscall

_ZN9CSentence14InitFromBufferER10CUtlBuffer

Decompiled

undefined (2 params)

/* CSentence::InitFromBuffer(CUtlBuffer&) */

void __thiscall CSentence::InitFromBuffer(CSentence *this,CUtlBuffer *param_1)

{
  int iVar1;
  int in_GS_OFFSET;
  double dVar2;
  char local_1020 [4096];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  Reset(this);
  CUtlBuffer::GetString(param_1,local_1020,0x1000);
  iVar1 = _V_stricmp(local_1020,"VERSION");
  if (iVar1 == 0) {
    CUtlBuffer::GetString(param_1,local_1020,0x1000);
    dVar2 = strtod(local_1020,(char **)0x0);
    if (dVar2 == 1.0) {
      ParseDataVersionOnePointZero(this,param_1);
      this[0x48] = (CSentence)0x1;
    }
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)