CHLTVClientState::HookClientStringTable
0x00169ae0 · 102 bytes · __thiscall
_ZN16CHLTVClientState21HookClientStringTableEPKc
Decompiled
undefined (2 params)
/* CHLTVClientState::HookClientStringTable(char const*) */
undefined4 __thiscall CHLTVClientState::HookClientStringTable(CHLTVClientState *this,char *param_1)
{
int *piVar1;
int iVar2;
piVar1 = (int *)CBaseClientState::GetStringTable((char *)this);
if (piVar1 != (int *)0x0) {
iVar2 = V_strcasecmp(param_1,"instancebaseline");
if (iVar2 == 0) {
(**(code **)(*piVar1 + 0x38))
(piVar1,*(undefined4 *)(this + 0x49ec),HLTV_Callback_InstanceBaseline);
return 1;
}
}
return 0;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.