L L4D2node

VOX_CompactSentenceFile

0x000f26e0 · 271 bytes · unknown

_Z23VOX_CompactSentenceFilev

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* VOX_CompactSentenceFile() */

void VOX_CompactSentenceFile(void)

{
  int *piVar1;
  size_t __n;
  int iVar2;
  int iVar3;
  int iVar4;
  void *__dest;
  int iVar5;
  int iVar6;
  int local_20;
  
  if (DAT_00350438 < 1) {
    local_20 = 0;
  }
  else {
    iVar5 = 0;
    local_20 = 0;
    iVar6 = 0;
    do {
      iVar6 = iVar6 + 1;
      iVar2 = _V_strlen(*(char **)(g_Sentences + iVar5));
      piVar1 = (int *)(g_Sentences + iVar5);
      iVar5 = iVar5 + 0xc;
      iVar3 = _V_strlen((char *)(*piVar1 + iVar2 + 1));
      local_20 = local_20 + iVar2 + 2 + iVar3;
    } while (iVar6 < DAT_00350438);
  }
  iVar5 = 0;
  iVar6 = 0;
  CUtlVector<char,CUtlMemory<char,int>>::EnsureCount
            ((CUtlVector<char,CUtlMemory<char,int>> *)&g_SentenceFile,local_20);
  if (0 < DAT_00350438) {
    iVar2 = 0;
    do {
      iVar6 = iVar6 + 1;
      iVar3 = _V_strlen(*(char **)(g_Sentences + iVar5));
      iVar4 = _V_strlen((char *)(iVar3 + 1 + *(int *)(g_Sentences + iVar5)));
      __n = iVar3 + 2 + iVar4;
      __dest = (void *)(g_SentenceFile + iVar2);
      memcpy(__dest,*(void **)(g_Sentences + iVar5),__n);
      *(void **)(g_Sentences + iVar5) = __dest;
      iVar5 = iVar5 + 0xc;
      iVar2 = iVar2 + __n;
    } while (iVar6 < DAT_00350438);
  }
  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)