L L4D2node

CNetworkStringTableDictionaryManager::CacheNewStringTableForWriteToBSPOnLevelShutdown

0x001a5890 · 130 bytes · __thiscall

_ZN36CNetworkStringTableDictionaryManager47CacheNewStringTableForWriteToBSPOnLevelShutdownEPKcR10CUtlBufferb

Decompiled

undefined (4 params)

/* CNetworkStringTableDictionaryManager::CacheNewStringTableForWriteToBSPOnLevelShutdown(char
   const*, CUtlBuffer&, bool) */

void __thiscall
CNetworkStringTableDictionaryManager::CacheNewStringTableForWriteToBSPOnLevelShutdown
          (CNetworkStringTableDictionaryManager *this,char *param_1,CUtlBuffer *param_2,bool param_3
          )

{
  this[0x50] = (CNetworkStringTableDictionaryManager)0x1;
  CUtlString::operator=((CUtlString *)(this + 0x54),param_1);
  *(undefined4 *)(this + 0x70) = 0;
  *(undefined4 *)(this + 0x74) = 0;
  *(undefined4 *)(this + 0x84) = 0;
  *(undefined4 *)(this + 0x80) = 0;
  this[0x78] = (CNetworkStringTableDictionaryManager)0x0;
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 100));
  CUtlBuffer::Put((CUtlBuffer *)(this + 100),*(void **)param_2,*(int *)(param_2 + 0x10));
  this[0x9c] = (CNetworkStringTableDictionaryManager)param_3;
  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)