L L4D2node

CNetworkStringTable::Dump

0x001a2e50 · 293 bytes · __thiscall

_ZN19CNetworkStringTable4DumpEv

Decompiled

undefined (1 param)

/* CNetworkStringTable::Dump() */

void __thiscall CNetworkStringTable::Dump(CNetworkStringTable *this)

{
  undefined4 uVar1;
  undefined4 uVar2;
  int iVar3;
  int iVar4;
  int *piVar5;
  int iVar6;
  
  uVar1 = (**(code **)(*(int *)this + 8))(this);
  ConMsg("Table %s\n",uVar1);
  uVar1 = (**(code **)(*(int *)this + 0x14))(this);
  uVar2 = (**(code **)(*(int *)this + 0x10))(this);
  ConMsg("  %i/%i items\n",uVar2,uVar1);
  for (iVar6 = 0; iVar4 = (**(code **)(*(int *)this + 0x10))(this), iVar6 < iVar4; iVar6 = iVar6 + 1
      ) {
    iVar4 = **(int **)(this + 0x38);
    if (((byte)this[0x20] & 1) == 0) {
      uVar1 = (**(code **)(iVar4 + 0x10))();
      ConMsg("   %i : %s\n",iVar6,uVar1);
    }
    else {
      iVar3 = (**(code **)(iVar4 + 0x24))(*(int **)(this + 0x38),iVar6);
      iVar4 = **(int **)(this + 0x38);
      if (iVar3 == -1) {
        uVar1 = (**(code **)(iVar4 + 0x10))(*(int **)(this + 0x38),iVar6);
        ConMsg("         %i : %s\n",iVar6,uVar1);
      }
      else {
        uVar1 = (**(code **)(iVar4 + 0x10))();
        ConMsg("d(%05d) %i : %s\n",iVar3,iVar6,uVar1);
      }
    }
  }
  piVar5 = *(int **)(this + 0x3c);
  iVar6 = 0;
  if (piVar5 != (int *)0x0) {
    for (; iVar4 = (**(code **)(*piVar5 + 8))(piVar5), iVar6 < iVar4; iVar6 = iVar6 + 1) {
      uVar1 = (**(code **)(**(int **)(this + 0x3c) + 0x10))(*(int **)(this + 0x3c),iVar6);
      ConMsg("   (c)%i : %s\n",iVar6,uVar1);
      piVar5 = *(int **)(this + 0x3c);
    }
  }
  ConMsg("\n");
  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)