L L4D2node

CNetworkStringTableDictionaryManager::ShouldRecreateDictionary

0x001a3200 · 65 bytes · __cdecl

_ZN36CNetworkStringTableDictionaryManager24ShouldRecreateDictionaryEPKc

Decompiled

undefined (1 param)

/* CNetworkStringTableDictionaryManager::ShouldRecreateDictionary(char const*) */

undefined1 CNetworkStringTableDictionaryManager::ShouldRecreateDictionary(char *param_1)

{
  int iVar1;
  undefined1 uVar2;
  
  if ((((*(int *)(param_1 + 0x20) == 0) || (param_1[0x4d] != '\0')) ||
      ((iVar1 = MapReslistGenerator(), *(char *)(iVar1 + 1) != '\0' && (param_1[0x4c] != '\0')))) ||
     (uVar2 = 0, *(int *)(stringtable_alwaysrebuilddictionaries._28_4_ + 0x30) != 0)) {
    uVar2 = 1;
  }
  return uVar2;
}

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)