L L4D2node

DataTable_MaybeCreateReceiveTable

0x00145320 · 107 bytes · __cdecl

_Z33DataTable_MaybeCreateReceiveTableR10CUtlVectorIP9SendTable10CUtlMemoryIS1_iEES1_b

Decompiled

undefined (3 params)

/* DataTable_MaybeCreateReceiveTable(CUtlVector<SendTable*, CUtlMemory<SendTable*, int> >&,
   SendTable*, bool) */

void DataTable_MaybeCreateReceiveTable(CUtlVector *param_1,SendTable *param_2,bool param_3)

{
  int iVar1;
  bool bVar2;
  int iVar3;
  undefined3 in_stack_0000000d;
  
  bVar2 = param_3;
  iVar1 = *(int *)(param_1 + 0xc);
  if (0 < iVar1) {
    if ((SendTable *)**(int **)param_1 == param_2) {
      return;
    }
    iVar3 = 0;
    do {
      iVar3 = iVar3 + 1;
      if (iVar3 == iVar1) goto LAB_00145354;
    } while ((SendTable *)(*(int **)param_1)[iVar3] != param_2);
    if (iVar3 != -1) {
      return;
    }
  }
LAB_00145354:
  CUtlVector<SendTable*,CUtlMemory<SendTable*,int>>::InsertBefore
            ((CUtlVector<SendTable*,CUtlMemory<SendTable*,int>> *)param_1,iVar1,&param_2);
  DataTable_SetupReceiveTableFromSendTable(param_2,bVar2);
  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)