L L4D2node

CSentence::MakeRuntimeOnly

0x000e08c0 · 202 bytes · __thiscall

_ZN9CSentence15MakeRuntimeOnlyEv

Decompiled

undefined (1 param)

/* CSentence::MakeRuntimeOnly() */

void __thiscall CSentence::MakeRuntimeOnly(CSentence *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  CWordTag *this_00;
  int iVar5;
  int local_24;
  
  this[0x4b] = (CSentence)0x1;
  operator_delete(*(void **)this);
  iVar2 = *(int *)(this + 0x10);
  *(undefined4 *)this = 0;
  local_24 = 0;
  if (0 < iVar2) {
    do {
      iVar5 = 0;
      iVar3 = *(int *)(*(int *)(this + 4) + local_24 * 4);
      iVar4 = *(int *)(iVar3 + 0x14);
      if (0 < iVar4) {
        do {
          iVar1 = iVar5 * 4;
          iVar5 = iVar5 + 1;
          AddRuntimePhoneme(this,*(CPhonemeTag **)(*(int *)(iVar3 + 8) + iVar1));
        } while (iVar5 != iVar4);
      }
      local_24 = local_24 + 1;
    } while (local_24 != iVar2);
    if (0 < *(int *)(this + 0x10)) {
      do {
        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);
        iVar2 = *(int *)(this + 0x10);
        *(int *)(this + 0x10) = iVar2 + -1;
      } while (0 < iVar2 + -1);
    }
  }
  this[0x48] = (CSentence)0x1;
  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)