L L4D2node

CNetworkStringTableContainer::SetAllowClientSideAddString

0x001a3bc0 · 86 bytes · __thiscall

_ZN28CNetworkStringTableContainer27SetAllowClientSideAddStringEP19INetworkStringTableb

Decompiled

undefined (3 params)

/* CNetworkStringTableContainer::SetAllowClientSideAddString(INetworkStringTable*, bool) */

void __thiscall
CNetworkStringTableContainer::SetAllowClientSideAddString
          (CNetworkStringTableContainer *this,INetworkStringTable *param_1,bool param_2)

{
  INetworkStringTable *pIVar1;
  int iVar2;
  
  iVar2 = 0;
  if (0 < *(int *)(this + 0x1c)) {
    do {
      pIVar1 = (INetworkStringTable *)(**(code **)(*(int *)this + 0x14))(this,iVar2);
      if (pIVar1 == param_1) {
        CNetworkStringTable::SetAllowClientSideAddString((CNetworkStringTable *)param_1,param_2);
        return;
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(int *)(this + 0x1c));
  }
  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)