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 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.