CNetworkStringTable::TriggerCallbacks
0x001a4010 · 208 bytes · __thiscall
_ZN19CNetworkStringTable16TriggerCallbacksEi
Decompiled
undefined (2 params)
/* CNetworkStringTable::TriggerCallbacks(int) */
void __thiscall CNetworkStringTable::TriggerCallbacks(CNetworkStringTable *this,int param_1)
{
code *pcVar1;
undefined4 uVar2;
int iVar3;
CNetworkStringTableItem *this_00;
undefined4 uVar4;
int iVar5;
int iVar6;
int local_20 [4];
if (*(int *)(this + 0x2c) != 0) {
uVar2 = (**(code **)(*(int *)this + 8))(this);
COM_TimestampedLog("Change(%s):Start",uVar2);
iVar3 = (**(code **)(**(int **)(this + 0x38) + 8))(*(int **)(this + 0x38));
if (0 < iVar3) {
iVar5 = 0;
do {
while( true ) {
this_00 = (CNetworkStringTableItem *)
(**(code **)(**(int **)(this + 0x38) + 0x28))(*(int **)(this + 0x38),iVar5);
if (*(int *)(this_00 + 8) <= param_1) break;
uVar2 = CNetworkStringTableItem::GetUserData(this_00,local_20);
pcVar1 = *(code **)(this + 0x2c);
uVar4 = (**(code **)(*(int *)this + 0x28))(this,iVar5);
iVar6 = iVar5 + 1;
(*pcVar1)(*(undefined4 *)(this + 0x30),this,iVar5,uVar4,uVar2);
iVar5 = iVar6;
if (iVar3 == iVar6) goto LAB_001a40c6;
}
iVar5 = iVar5 + 1;
} while (iVar3 != iVar5);
}
LAB_001a40c6:
uVar2 = (**(code **)(*(int *)this + 8))(this);
COM_TimestampedLog("Change(%s):End",uVar2);
}
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.