L L4D2node

CNetworkStringTable::UpdateDictionaryString

0x001a50f0 · 46 bytes · __thiscall

_ZN19CNetworkStringTable22UpdateDictionaryStringEi

Decompiled

undefined (2 params)

/* CNetworkStringTable::UpdateDictionaryString(int) */

void __thiscall CNetworkStringTable::UpdateDictionaryString(CNetworkStringTable *this,int param_1)

{
  if ((((byte)this[0x20] & 1) != 0) && ((*(int *)(this + 0x3c) == 0 || (-2 < param_1)))) {
                    /* WARNING: Could not recover jumptable at 0x001a511a. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(**(int **)(this + 0x38) + 0x20))();
    return;
  }
  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)