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 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.