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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.