CNetworkStringTable::RestoreTick
0x001a3e00 · 101 bytes · __thiscall
_ZN19CNetworkStringTable11RestoreTickEi
Decompiled
undefined (2 params)
/* CNetworkStringTable::RestoreTick(int) */
void __thiscall CNetworkStringTable::RestoreTick(CNetworkStringTable *this,int param_1)
{
int iVar1;
CNetworkStringTableItem *this_00;
int iVar2;
int iVar3;
iVar3 = 0;
*(undefined4 *)(this + 0x18) = 0;
iVar1 = (**(code **)(**(int **)(this + 0x38) + 8))(*(int **)(this + 0x38));
if (0 < iVar1) {
do {
this_00 = (CNetworkStringTableItem *)
(**(code **)(**(int **)(this + 0x38) + 0x28))(*(int **)(this + 0x38),iVar3);
iVar2 = CNetworkStringTableItem::RestoreTick(this_00,param_1);
if (*(int *)(this + 0x18) < iVar2) {
*(int *)(this + 0x18) = iVar2;
}
iVar3 = iVar3 + 1;
} while (iVar1 != iVar3);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.