L L4D2node

CSentence::InitFromDataChunk

0x000e0380 · 127 bytes · __thiscall

_ZN9CSentence17InitFromDataChunkEPvi

Decompiled

undefined (3 params)

/* CSentence::InitFromDataChunk(void*, int) */

void __thiscall CSentence::InitFromDataChunk(CSentence *this,void *param_1,int param_2)

{
  CUtlBuffer local_44 [56];
  
  CUtlBuffer::CUtlBuffer(local_44,0,0,1);
                    /* try { // try from 000e03b5 to 000e03ef has its CatchHandler @ 000e03ff */
  CUtlBuffer::EnsureCapacity(local_44,param_2);
  CUtlBuffer::Put(local_44,param_1,param_2);
  CUtlBuffer::SeekPut(local_44,0,param_2);
  InitFromBuffer(this,local_44);
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_44);
  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)