L L4D2node

VOX_AddRndVirtual

0x000f2940 · 398 bytes · __cdecl

_Z17VOX_AddRndVirtualPcR10CUtlVectorI7WordBuf10CUtlMemoryIS1_iEE

Decompiled

undefined (2 params)

/* WARNING: Type propagation algorithm not settling */
/* VOX_AddRndVirtual(char*, CUtlVector<WordBuf, CUtlMemory<WordBuf, int> >&) */

void VOX_AddRndVirtual(char *param_1,CUtlVector *param_2)

{
  int iVar1;
  undefined4 uVar2;
  char *pcVar3;
  int iVar4;
  int iVar5;
  int in_GS_OFFSET;
  undefined2 local_142;
  char local_140;
  char local_13f [30];
  char cStack_121;
  WordBuf local_120 [256];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = VOX_GroupIndexFromName(param_1);
  if (-1 < iVar1) {
    iVar5 = 0;
    iVar1 = iVar1 * 6;
    local_142 = *(undefined2 *)(g_SentenceGroups + 4 + iVar1);
    uVar2 = CUtlSymbolTable::String((CUtlSymbolTable *)sentencegroup_t::s_SymbolTable,&local_142);
    if (0 < *(short *)(g_SentenceGroups + iVar1)) {
      do {
        V_snprintf(&local_140,0x20,"%s%d",uVar2,iVar5);
        pcVar3 = local_13f;
        if (local_140 != '!') {
          pcVar3 = &local_140;
        }
        pcVar3 = (char *)VOX_LookupString(pcVar3,0,0,0,0);
        if (pcVar3 != (char *)0x0) {
          local_120[0] = (WordBuf)0x0;
          V_strncpy((char *)local_120,pcVar3,0x100);
          while ((iVar4 = _V_strlen((char *)local_120), 0 < iVar4 &&
                 (iVar4 = _V_strlen((char *)local_120), (&cStack_121)[iVar4] == ' '))) {
            iVar4 = _V_strlen((char *)local_120);
            (&cStack_121)[iVar4] = '\0';
          }
          CUtlVector<WordBuf,CUtlMemory<WordBuf,int>>::InsertBefore
                    ((CUtlVector<WordBuf,CUtlMemory<WordBuf,int>> *)param_2,*(int *)(param_2 + 0xc),
                     local_120);
        }
        iVar5 = iVar5 + 1;
      } while (iVar5 < *(short *)(g_SentenceGroups + iVar1));
    }
  }
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)