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 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.