CNetworkStringTableDictionaryManager::LoadMapStrings
0x001a8330 · 325 bytes · __thiscall
_ZN36CNetworkStringTableDictionaryManager14LoadMapStringsEPKc
Decompiled
undefined (2 params)
/* CNetworkStringTableDictionaryManager::LoadMapStrings(char const*) */
void __thiscall
CNetworkStringTableDictionaryManager::LoadMapStrings
(CNetworkStringTableDictionaryManager *this,char *param_1)
{
char cVar1;
uint uVar2;
uchar *puVar3;
int iVar4;
CLZMA local_55;
uchar *local_54 [3];
undefined4 local_48;
undefined4 local_44;
undefined1 local_40;
undefined4 local_38;
undefined4 local_34;
cVar1 = CUtlString::operator==((CUtlString *)(this + 4),param_1);
if (cVar1 != '\0') {
return;
}
CUtlString::operator=((CUtlString *)(this + 4),param_1);
Clear(this);
CUtlBuffer::CUtlBuffer((CUtlBuffer *)local_54,0,0,0);
/* try { // try from 001a83a2 to 001a846a has its CatchHandler @ 001a847b */
cVar1 = LoadDictionaryFile(this,(CUtlBuffer *)local_54,param_1);
if (cVar1 != '\0') {
cVar1 = CLZMA::IsCompressed(&local_55,local_54[0]);
if (cVar1 != '\0') {
uVar2 = CLZMA::GetActualSize(&local_55,local_54[0]);
puVar3 = operator_new__(uVar2);
iVar4 = CLZMA::Uncompress(&local_55,local_54[0],puVar3,(_func_void *)0x0);
local_48 = 0;
local_44 = 0;
local_40 = 0;
local_34 = 0;
local_38 = 0xffffffff;
CUtlBuffer::AddNullTermination((CUtlBuffer *)local_54);
CUtlBuffer::SeekPut((CUtlBuffer *)local_54,0,0);
CUtlBuffer::Put((CUtlBuffer *)local_54,puVar3,iVar4);
if (puVar3 != (uchar *)0x0) {
operator_delete__(puVar3);
}
}
ProcessBuffer(this,(CUtlBuffer *)local_54);
}
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_54);
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.