L L4D2node

CHLTVDemoRecorder::RecordStringTables

0x0016d6d0 · 136 bytes · __thiscall

_ZN17CHLTVDemoRecorder18RecordStringTablesEv

Decompiled

undefined (1 param)

/* CHLTVDemoRecorder::RecordStringTables() */

void __thiscall CHLTVDemoRecorder::RecordStringTables(CHLTVDemoRecorder *this)

{
  int iVar1;
  int iVar2;
  int in_GS_OFFSET;
  bf_write abStack_40028 [24];
  undefined1 auStack_40010 [262148];
  
  iVar1 = *(int *)(in_GS_OFFSET + 0x14);
  bf_write::bf_write(abStack_40028,auStack_40010,0x40000,-1);
  CNetworkStringTableContainer::WriteStringTables
            ((CNetworkStringTableContainer *)networkStringTableContainerServer,abStack_40028);
  iVar2 = (**(code **)(*(int *)this + 4))(this);
  CDemoFile::WriteStringTables((CDemoFile *)(this + 4),abStack_40028,iVar2);
  if (iVar1 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)