CNetworkStringTable::SetStringChangedCallback
0x001a2c80 · 20 bytes · __thiscall
_ZN19CNetworkStringTable24SetStringChangedCallbackEPvPFvS0_P19INetworkStringTableiPKcPKvE
Decompiled
undefined (3 params)
/* CNetworkStringTable::SetStringChangedCallback(void*, void (*)(void*, INetworkStringTable*, int,
char const*, void const*)) */
void __thiscall
CNetworkStringTable::SetStringChangedCallback
(CNetworkStringTable *this,void *param_1,
_func_void_void_ptr_INetworkStringTable_ptr_int_char_ptr_void_ptr *param_2)
{
*(_func_void_void_ptr_INetworkStringTable_ptr_int_char_ptr_void_ptr **)(this + 0x2c) = param_2;
*(void **)(this + 0x30) = param_1;
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.