L L4D2node

DataTable_CreateClientTablesFromServerTables

0x00145410 · 193 bytes · unknown

_Z44DataTable_CreateClientTablesFromServerTablesv

Decompiled

undefined (0 params)

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

void DataTable_CreateClientTablesFromServerTables(void)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  if (serverGameDLL == (int *)0x0) {
    Sys_Error("DataTable_CreateClientTablesFromServerTables:  No serverGameDLL loaded!");
  }
  iVar2 = (**(code **)(*serverGameDLL + 0x28))(serverGameDLL);
  local_30 = 0;
  local_2c = 0;
  local_28 = 0;
  local_24 = 0;
  local_20 = 0;
  iVar3 = iVar2;
  if (iVar2 != 0) {
    do {
                    /* try { // try from 00145472 to 0014548e has its CatchHandler @ 001454d1 */
      DataTable_MaybeCreateReceiveTable((CUtlVector *)&local_30,*(SendTable **)(iVar3 + 4),true);
      piVar1 = (int *)(iVar3 + 8);
      iVar3 = *piVar1;
    } while (*piVar1 != 0);
    do {
      DataTable_MaybeCreateReceiveTable_R((CUtlVector *)&local_30,*(SendTable **)(iVar2 + 4));
      iVar2 = *(int *)(iVar2 + 8);
    } while (iVar2 != 0);
  }
  local_24 = 0;
  CUtlMemory<SendTable*,int>::Purge((CUtlMemory<SendTable*,int> *)&local_30);
  local_20 = local_30;
  CUtlMemory<SendTable*,int>::Purge((CUtlMemory<SendTable*,int> *)&local_30);
  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)