L L4D2node

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 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)