L L4D2node

CNetworkStringTableContainer::Lock

0x001a5190 · 84 bytes · __thiscall

_ZN28CNetworkStringTableContainer4LockEb

Decompiled

undefined (2 params)

/* CNetworkStringTableContainer::Lock(bool) */

CNetworkStringTableContainer __thiscall
CNetworkStringTableContainer::Lock(CNetworkStringTableContainer *this,bool param_1)

{
  CNetworkStringTableContainer CVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  
  iVar3 = 0;
  CVar1 = this[0xc];
  this[0xc] = (CNetworkStringTableContainer)param_1;
  if (0 < *(int *)(this + 0x1c)) {
    do {
      iVar4 = iVar3 + 1;
      piVar2 = (int *)(**(code **)(*(int *)this + 0x14))(this,iVar3);
      (**(code **)(*piVar2 + 0x40))(piVar2,param_1);
      iVar3 = iVar4;
    } while (iVar4 < *(int *)(this + 0x1c));
  }
  return CVar1;
}

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)