L L4D2node

CNetworkStringTable::SetAllowClientSideAddString

0x001a3ac0 · 240 bytes · __thiscall

_ZN19CNetworkStringTable27SetAllowClientSideAddStringEb

Decompiled

undefined (2 params)

/* CNetworkStringTable::SetAllowClientSideAddString(bool) */

void __thiscall
CNetworkStringTable::SetAllowClientSideAddString(CNetworkStringTable *this,bool param_1)

{
  int *piVar1;
  
  if ((bool)((byte)this[0x1c] >> 2 & 1) != param_1) {
    piVar1 = *(int **)(this + 0x3c);
    this[0x1c] = (CNetworkStringTable)((byte)this[0x1c] & 0xfb | param_1 << 2);
    if (piVar1 == (int *)0x0) {
      if (param_1) goto LAB_001a3b20;
    }
    else {
      (**(code **)(*piVar1 + 4))(piVar1);
      *(undefined4 *)(this + 0x3c) = 0;
      if (((byte)this[0x1c] >> 2 & 1) != 0) {
LAB_001a3b20:
        piVar1 = operator_new(0x24);
        *(undefined2 *)(piVar1 + 6) = 0xffff;
        *(undefined2 *)((int)piVar1 + 0x1a) = 0;
        *piVar1 = (int)&PTR__CNetworkStringDict_002b9fe8;
        *(undefined2 *)(piVar1 + 7) = 0xffff;
        *(undefined1 *)(piVar1 + 1) = 0;
        piVar1[2] = (int)CNetworkStringDict::CTableItem::Less;
        piVar1[3] = 0;
        piVar1[4] = 0;
        piVar1[5] = 0;
        *(undefined2 *)((int)piVar1 + 0x1e) = 0xffff;
        piVar1[8] = 0;
        *(int **)(this + 0x3c) = piVar1;
        (**(code **)(*piVar1 + 0x18))(piVar1,"___clientsideitemsplaceholder0___");
                    /* WARNING: Could not recover jumptable at 0x001a3ba4. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        (**(code **)(**(int **)(this + 0x3c) + 0x18))();
        return;
      }
    }
  }
  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)