L L4D2node

CNetworkStringTableDictionaryManager::Lookup

0x001a34b0 · 40 bytes · __thiscall

_ZNK36CNetworkStringTableDictionaryManager6LookupEi

Decompiled

undefined (2 params)

/* CNetworkStringTableDictionaryManager::Lookup(int) const */

undefined1 * __thiscall
CNetworkStringTableDictionaryManager::Lookup(CNetworkStringTableDictionaryManager *this,int param_1)

{
  undefined1 *puVar1;
  
  if ((-1 < param_1) && (param_1 < *(int *)(this + 0x20))) {
    puVar1 = (undefined1 *)CUtlString::Get((CUtlString *)(param_1 * 0x10 + *(int *)(this + 0x14)));
    return puVar1;
  }
  return &DAT_002c79d4;
}

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)