CNetworkStringTableItem::UpdateChangeList
0x001acaa0 · 353 bytes · __thiscall
_ZN23CNetworkStringTableItem16UpdateChangeListEiiPKv
Decompiled
undefined (4 params)
/* CNetworkStringTableItem::UpdateChangeList(int, int, void const*) */
void __thiscall
CNetworkStringTableItem::UpdateChangeList
(CNetworkStringTableItem *this,int param_1,int param_2,void *param_3)
{
int *piVar1;
void *pvVar2;
int iVar3;
int iVar4;
int iVar5;
int local_28;
int local_24;
void *local_20;
iVar4 = (*(int **)(this + 0x10))[3];
if (iVar4 < 1) goto LAB_001acaf8;
iVar3 = **(int **)(this + 0x10);
iVar4 = iVar4 + -1;
iVar5 = iVar4 * 0xc;
local_28 = *(int *)(iVar3 + iVar5);
local_24 = *(int *)(iVar3 + 4 + iVar5);
local_20 = *(void **)(iVar3 + 8 + iVar5);
pvVar2 = param_3;
if (local_20 == (void *)0x0) {
joined_r0x001acc02:
if (pvVar2 == (void *)0x0) {
return;
}
}
else if ((local_24 == param_2) && (param_3 != (void *)0x0)) {
pvVar2 = (void *)_V_memcmp(param_3,local_20,param_2);
goto joined_r0x001acc02;
}
if (local_28 == param_1) {
if (local_20 != (void *)0x0) {
operator_delete__(local_20);
}
piVar1 = *(int **)(this + 0x10);
iVar3 = piVar1[3];
iVar4 = (iVar3 - iVar4) + -1;
if (0 < iVar4) {
_V_memmove((void *)(iVar5 + *piVar1),(void *)(*piVar1 + 0xc + iVar5),iVar4 * 0xc);
iVar3 = piVar1[3];
}
piVar1[3] = iVar3 + -1;
}
LAB_001acaf8:
local_28 = param_1;
if ((param_3 == (void *)0x0) || (param_2 == 0)) {
local_20 = (void *)0x0;
local_24 = 0;
}
else {
local_20 = operator_new__(param_2);
local_24 = param_2;
_V_memcpy(local_20,param_3,param_2);
}
CUtlVector<CNetworkStringTableItem::itemchange_s,CUtlMemory<CNetworkStringTableItem::itemchange_s,int>>
::InsertBefore(*(CUtlVector<CNetworkStringTableItem::itemchange_s,CUtlMemory<CNetworkStringTableItem::itemchange_s,int>>
**)(this + 0x10),
*(int *)(*(CUtlVector<CNetworkStringTableItem::itemchange_s,CUtlMemory<CNetworkStringTableItem::itemchange_s,int>>
**)(this + 0x10) + 0xc),(itemchange_s *)&local_28);
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.