L L4D2node

CNetworkStringTable::UpdateMirrorTable

0x001a3e70 · 262 bytes · __thiscall

_ZN19CNetworkStringTable17UpdateMirrorTableEi

Decompiled

undefined (2 params)

/* CNetworkStringTable::UpdateMirrorTable(int) */

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

{
  int *piVar1;
  int iVar2;
  CNetworkStringTableItem *this_00;
  int iVar3;
  int iVar4;
  undefined4 uVar5;
  int iVar6;
  int local_24;
  
  piVar1 = *(int **)(this + 0x34);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x1c))(piVar1,*(undefined4 *)(this + 0x14));
    iVar2 = (**(code **)(**(int **)(this + 0x38) + 8))(*(int **)(this + 0x38));
    if (0 < iVar2) {
      iVar6 = 0;
      do {
        while (this_00 = (CNetworkStringTableItem *)
                         (**(code **)(**(int **)(this + 0x38) + 0x28))(*(int **)(this + 0x38),iVar6)
              , *(int *)(this_00 + 8) <= param_1) {
LAB_001a3eb0:
          iVar6 = iVar6 + 1;
          if (iVar2 == iVar6) {
            return;
          }
        }
        iVar3 = CNetworkStringTableItem::GetUserData(this_00,(int *)0x0);
        local_24 = *(int *)(this_00 + 4);
        if ((iVar3 == 0) || (local_24 == 0)) {
          local_24 = 0;
          iVar3 = 0;
        }
        iVar4 = (**(code **)(**(int **)(this + 0x34) + 0x10))(*(int **)(this + 0x34));
        if (iVar4 <= iVar6) {
          uVar5 = (**(code **)(**(int **)(this + 0x38) + 0x10))(*(int **)(this + 0x38),iVar6);
          (**(code **)(**(int **)(this + 0x34) + 0x24))
                    (*(int **)(this + 0x34),1,uVar5,local_24,iVar3);
          goto LAB_001a3eb0;
        }
        iVar4 = iVar6 + 1;
        (**(code **)(**(int **)(this + 0x34) + 0x2c))(*(int **)(this + 0x34),iVar6,local_24,iVar3);
        iVar6 = iVar4;
        if (iVar2 == iVar4) {
          return;
        }
      } while( true );
    }
  }
  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)