L L4D2node

CNetworkStringTable::GetItem

0x001a3d90 · 46 bytes · __thiscall

_ZN19CNetworkStringTable7GetItemEi

Decompiled

undefined (2 params)

/* CNetworkStringTable::GetItem(int) */

void __thiscall CNetworkStringTable::GetItem(CNetworkStringTable *this,int param_1)

{
  if (-1 < param_1) {
                    /* WARNING: Could not recover jumptable at 0x001a3da9. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(**(int **)(this + 0x38) + 0x28))();
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x001a3dc1. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(**(int **)(this + 0x3c) + 0x28))();
  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)