L L4D2node

CNetworkStringDict::UpdateDictionary

0x001a8840 · 88 bytes · __thiscall

_ZN18CNetworkStringDict16UpdateDictionaryEi

Decompiled

undefined (2 params)

/* CNetworkStringDict::UpdateDictionary(int) */

void __thiscall CNetworkStringDict::UpdateDictionary(CNetworkStringDict *this,int param_1)

{
  char *pcVar1;
  undefined4 uVar2;
  int iVar3;
  
  if (this[4] == (CNetworkStringDict)0x0) {
    return;
  }
  iVar3 = (param_1 & 0xffffU) * 0x34 + *(int *)(this + 0xc);
  pcVar1 = (char *)CUtlString::Get((CUtlString *)(iVar3 + 0xc));
  uVar2 = CNetworkStringTableDictionaryManager::Find
                    ((CNetworkStringTableDictionaryManager *)&g_StringTableDictionary,pcVar1);
  *(undefined4 *)(iVar3 + 8) = uVar2;
  CTableItem::ComputeHash((CTableItem *)(iVar3 + 8));
  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)