L L4D2node

CDemoFile::WriteStringTables

0x00131800 · 115 bytes · __thiscall

_ZN9CDemoFile17WriteStringTablesEP8bf_writei

Decompiled

undefined (3 params)

/* CDemoFile::WriteStringTables(bf_write*, int) */

void __thiscall CDemoFile::WriteStringTables(CDemoFile *this,bf_write *param_1,int param_2)

{
  char cVar1;
  
  cVar1 = CUtlStreamBuffer::IsOpen((CUtlStreamBuffer *)(this + 0x534));
  if (cVar1 != '\0') {
    WriteCmdHeader(this,'\t',param_2,0);
    WriteRawData(this,*(char **)param_1,*(int *)(param_1 + 0xc) + 7 >> 3);
    return;
  }
  DevMsg("CDemoFile::WriteStringTables: Haven\'t opened file yet!\n");
  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)