L L4D2node

CNetworkStringTable::DataChanged

0x001a40f0 · 102 bytes · __thiscall

_ZN19CNetworkStringTable11DataChangedEiP23CNetworkStringTableItem

Decompiled

undefined (3 params)

/* CNetworkStringTable::DataChanged(int, CNetworkStringTableItem*) */

void __thiscall
CNetworkStringTable::DataChanged
          (CNetworkStringTable *this,int param_1,CNetworkStringTableItem *param_2)

{
  code *pcVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  int local_20 [4];
  
  if ((param_2 != (CNetworkStringTableItem *)0x0) &&
     (*(undefined4 *)(this + 0x18) = *(undefined4 *)(this + 0x14), *(int *)(this + 0x2c) != 0)) {
    uVar2 = CNetworkStringTableItem::GetUserData(param_2,local_20);
    pcVar1 = *(code **)(this + 0x2c);
    uVar3 = (**(code **)(*(int *)this + 0x28))(this,param_1);
    (*pcVar1)(*(undefined4 *)(this + 0x30),this,param_1,uVar3,uVar2);
  }
  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)