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 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.