L L4D2node

CNetworkStringTableContainer::TriggerCallbacks

0x001a5710 · 95 bytes · __thiscall

_ZN28CNetworkStringTableContainer16TriggerCallbacksEi

Decompiled

undefined (2 params)

/* CNetworkStringTableContainer::TriggerCallbacks(int) */

void __thiscall
CNetworkStringTableContainer::TriggerCallbacks(CNetworkStringTableContainer *this,int param_1)

{
  char cVar1;
  CNetworkStringTable *this_00;
  int iVar2;
  
  iVar2 = 0;
  if (0 < *(int *)(this + 0x1c)) {
    do {
      while( true ) {
        this_00 = (CNetworkStringTable *)(**(code **)(*(int *)this + 0x14))(this,iVar2);
        cVar1 = (**(code **)(*(int *)this_00 + 0x20))(this_00,param_1);
        if (cVar1 == '\0') break;
        iVar2 = iVar2 + 1;
        CNetworkStringTable::TriggerCallbacks(this_00,param_1);
        if (*(int *)(this + 0x1c) <= iVar2) {
          return;
        }
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(int *)(this + 0x1c));
  }
  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)