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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.