L L4D2node

CNetworkStringTable::WriteBaselines

0x001a77d0 · 165 bytes · __thiscall

_ZN19CNetworkStringTable14WriteBaselinesER21SVC_CreateStringTablePci

Decompiled

undefined (4 params)

/* CNetworkStringTable::WriteBaselines(SVC_CreateStringTable&, char*, int) */

bool __thiscall
CNetworkStringTable::WriteBaselines
          (CNetworkStringTable *this,SVC_CreateStringTable *param_1,char *param_2,int param_3)

{
  undefined4 uVar1;
  int iVar2;
  
  bf_write::StartWriting((bf_write *)(param_1 + 0x90),param_2,param_3,0,-1);
  *(undefined4 *)(param_1 + 100) = *(undefined4 *)(this + 0x20);
  uVar1 = (**(code **)(*(int *)this + 8))(this);
  *(undefined4 *)(param_1 + 0x4c) = uVar1;
  uVar1 = (**(code **)(*(int *)this + 0x14))(this);
  *(undefined4 *)(param_1 + 0x50) = uVar1;
  uVar1 = (**(code **)(*(int *)this + 0x10))(this);
  *(undefined4 *)(param_1 + 0x54) = uVar1;
  param_1[0x58] = (SVC_CreateStringTable)((byte)this[0x1c] >> 3 & 1);
  *(undefined4 *)(param_1 + 0x5c) = *(undefined4 *)(this + 0x24);
  *(undefined4 *)(param_1 + 0x60) = *(undefined4 *)(this + 0x28);
  iVar2 = WriteUpdate(this,(CBaseClient *)0x0,(bf_write *)(param_1 + 0x90),-1);
  return iVar2 == *(int *)(param_1 + 0x54);
}

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)