L L4D2node

CNetworkStringTableItem::GetUserData

0x001aca80 · 22 bytes · __thiscall

_ZN23CNetworkStringTableItem11GetUserDataEPi

Decompiled

undefined (2 params)

/* CNetworkStringTableItem::GetUserData(int*) */

undefined4 __thiscall
CNetworkStringTableItem::GetUserData(CNetworkStringTableItem *this,int *param_1)

{
  if (param_1 != (int *)0x0) {
    *param_1 = *(int *)(this + 4);
  }
  return *(undefined4 *)this;
}

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)