L L4D2node

CNetworkStringTableContainer::SetTick

0x001a5780 · 72 bytes · __thiscall

_ZN28CNetworkStringTableContainer7SetTickEi

Decompiled

undefined (2 params)

/* CNetworkStringTableContainer::SetTick(int) */

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

{
  int *piVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = 0;
  *(int *)(this + 8) = param_1;
  if (0 < *(int *)(this + 0x1c)) {
    do {
      iVar3 = iVar2 + 1;
      piVar1 = (int *)(**(code **)(*(int *)this + 0x14))(this,iVar2);
      (**(code **)(*piVar1 + 0x1c))(piVar1,param_1);
      iVar2 = iVar3;
    } while (iVar3 < *(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)