L L4D2node

CNetworkStringTable::SetStringUserData

0x001a4470 · 126 bytes · __thiscall

_ZN19CNetworkStringTable17SetStringUserDataEiiPKv

Decompiled

undefined (4 params)

/* CNetworkStringTable::SetStringUserData(int, int, void const*) */

void __thiscall
CNetworkStringTable::SetStringUserData
          (CNetworkStringTable *this,int param_1,int param_2,void *param_3)

{
  char cVar1;
  int *piVar2;
  CNetworkStringTableItem *this_00;
  int iVar3;
  
  piVar2 = *(int **)(this + 0x38);
  iVar3 = param_1;
  if ((*(int **)(this + 0x3c) != (int *)0x0) && (param_1 < -1)) {
    iVar3 = -param_1;
    piVar2 = *(int **)(this + 0x3c);
  }
  this_00 = (CNetworkStringTableItem *)(**(code **)(*piVar2 + 0x28))(piVar2,iVar3);
  cVar1 = CNetworkStringTableItem::SetUserData(this_00,*(int *)(this + 0x14),param_2,param_3);
  if (cVar1 == '\0') {
    return;
  }
  DataChanged(this,param_1,this_00);
  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)