L L4D2node

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 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)