CNetworkStringTable::CopyStringTable
0x001a3f80 · 131 bytes · __thiscall
_ZN19CNetworkStringTable15CopyStringTableEPS_
Decompiled
undefined (2 params)
/* CNetworkStringTable::CopyStringTable(CNetworkStringTable*) */
void __thiscall
CNetworkStringTable::CopyStringTable(CNetworkStringTable *this,CNetworkStringTable *param_1)
{
code *pcVar1;
undefined4 uVar2;
undefined4 uVar3;
undefined4 *puVar4;
undefined4 uVar5;
uint uVar6;
uint uVar7;
uVar7 = 0;
while( true ) {
uVar6 = (**(code **)(**(int **)(param_1 + 0x38) + 8))(*(int **)(param_1 + 0x38));
if (uVar6 <= uVar7) break;
puVar4 = (undefined4 *)
(**(code **)(**(int **)(param_1 + 0x38) + 0x28))(*(int **)(param_1 + 0x38),uVar7);
*(undefined4 *)(this + 0x14) = puVar4[2];
pcVar1 = *(code **)(*(int *)this + 0x24);
uVar2 = puVar4[1];
uVar3 = *puVar4;
uVar5 = (**(code **)(*(int *)param_1 + 0x28))(param_1,uVar7);
(*pcVar1)(this,1,uVar5,uVar2,uVar3);
uVar7 = uVar7 + 1;
}
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.