CNetworkStringTableContainer::WriteStringTables
0x001a51f0 · 108 bytes · __thiscall
_ZN28CNetworkStringTableContainer17WriteStringTablesER8bf_write
Decompiled
undefined (2 params)
/* CNetworkStringTableContainer::WriteStringTables(bf_write&) */
void __thiscall
CNetworkStringTableContainer::WriteStringTables
(CNetworkStringTableContainer *this,bf_write *param_1)
{
uint uVar1;
CNetworkStringTable *this_00;
char *pcVar2;
uint uVar3;
uVar1 = *(uint *)(this + 0x1c);
bf_write::WriteByte(param_1,uVar1);
if (0 < (int)uVar1) {
uVar3 = 0;
do {
this_00 = *(CNetworkStringTable **)(*(int *)(this + 0x10) + uVar3 * 4);
uVar3 = uVar3 + 1;
pcVar2 = (char *)(**(code **)(*(int *)this_00 + 8))(this_00);
bf_write::WriteString(param_1,pcVar2);
CNetworkStringTable::WriteStringTable(this_00,param_1);
} while (uVar3 != uVar1);
}
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.