L L4D2node

SVC_CreateStringTable::SVC_CreateStringTable

0x000b64b0 · 151 bytes · __thiscall

_ZN21SVC_CreateStringTableC2Ev

Decompiled

undefined (1 param)

/* SVC_CreateStringTable::SVC_CreateStringTable() */

void __thiscall SVC_CreateStringTable::SVC_CreateStringTable(SVC_CreateStringTable *this)

{
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined8 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined8 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  this[0x34] = (SVC_CreateStringTable)0x0;
  *(undefined8 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x40) = 0;
  *(undefined4 *)(this + 0x44) = 0;
  this[4] = (SVC_CreateStringTable)0x1;
  *(undefined4 *)(this + 8) = 0;
  *(undefined ***)this = &PTR__SVC_CreateStringTable_002a1d68;
  this[0x70] = (SVC_CreateStringTable)0x0;
  *(undefined4 *)(this + 0x6c) = 0;
  *(undefined4 *)(this + 0x74) = 0xffffffff;
  *(undefined4 *)(this + 0x78) = 0;
                    /* try { // try from 000b653c to 000b6540 has its CatchHandler @ 000b6547 */
  bf_write::bf_write((bf_write *)(this + 0x90));
  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)