L L4D2node

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 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)