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 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.