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 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.