L L4D2node

CNetworkStringTable::GetString

0x001a2cc0 · 93 bytes · __thiscall

_ZNK19CNetworkStringTable9GetStringEi

Decompiled

undefined (2 params)

/* CNetworkStringTable::GetString(int) const */

undefined4 __thiscall CNetworkStringTable::GetString(CNetworkStringTable *this,int param_1)

{
  int *piVar1;
  int *piVar2;
  char cVar3;
  undefined4 uVar4;
  
  piVar1 = *(int **)(this + 0x38);
  piVar2 = *(int **)(this + 0x3c);
  if ((piVar2 == (int *)0x0) || (-2 < param_1)) {
    cVar3 = (**(code **)(*piVar1 + 0x14))(piVar1,param_1);
  }
  else {
    cVar3 = (**(code **)(*piVar2 + 0x14))(piVar2,-param_1);
    piVar1 = piVar2;
  }
  if (cVar3 != '\0') {
                    /* WARNING: Could not recover jumptable at 0x001a2cfe. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar4 = (**(code **)(*piVar1 + 0x10))();
    return uVar4;
  }
  return 0;
}

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)