L L4D2node

CNetworkStringTableContainer::UpdateDictionaryStrings

0x001a5810 · 110 bytes · __thiscall

_ZN28CNetworkStringTableContainer23UpdateDictionaryStringsEv

Decompiled

undefined (1 param)

/* CNetworkStringTableContainer::UpdateDictionaryStrings() */

void __thiscall
CNetworkStringTableContainer::UpdateDictionaryStrings(CNetworkStringTableContainer *this)

{
  CNetworkStringTable *this_00;
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar2 = 0;
  if (0 < *(int *)(this + 0x1c)) {
    do {
      while ((this_00 = *(CNetworkStringTable **)(*(int *)(this + 0x10) + iVar2 * 4),
             ((byte)this_00[0x20] & 1) == 0 ||
             (iVar1 = (**(code **)(*(int *)this_00 + 0x10))(this_00), iVar1 < 1))) {
        iVar2 = iVar2 + 1;
        if (*(int *)(this + 0x1c) <= iVar2) {
          return;
        }
      }
      iVar3 = 0;
      do {
        iVar4 = iVar3 + 1;
        CNetworkStringTable::UpdateDictionaryString(this_00,iVar3);
        iVar3 = iVar4;
      } while (iVar4 != iVar1);
      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)