L L4D2node

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 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)