CNetworkStringTable::GetStringUserData
0x001a2f90 · 63 bytes · __thiscall
_ZNK19CNetworkStringTable17GetStringUserDataEiPi
Decompiled
undefined (3 params)
/* CNetworkStringTable::GetStringUserData(int, int*) const */
void __thiscall
CNetworkStringTable::GetStringUserData(CNetworkStringTable *this,int param_1,int *param_2)
{
CNetworkStringTableItem *this_00;
int *piVar1;
piVar1 = *(int **)(this + 0x38);
if ((*(int **)(this + 0x3c) != (int *)0x0) && (param_1 < -1)) {
param_1 = -param_1;
piVar1 = *(int **)(this + 0x3c);
}
this_00 = (CNetworkStringTableItem *)(**(code **)(*piVar1 + 0x28))(piVar1,param_1);
CNetworkStringTableItem::GetUserData(this_00,param_2);
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.