CNetworkStringTableItem::SetUserData
0x001acc20 · 177 bytes · __thiscall
_ZN23CNetworkStringTableItem11SetUserDataEiiPKv
Decompiled
undefined (4 params)
/* CNetworkStringTableItem::SetUserData(int, int, void const*) */
undefined4 __thiscall
CNetworkStringTableItem::SetUserData
(CNetworkStringTableItem *this,int param_1,int param_2,void *param_3)
{
void *pvVar1;
int iVar2;
if (*(int *)(this + 0x10) != 0) {
UpdateChangeList(this,param_1,param_2,param_3);
return 0;
}
pvVar1 = *(void **)this;
if (param_3 == (void *)0x0) {
if (pvVar1 == (void *)0x0) {
return 0;
}
}
else if (pvVar1 == (void *)0x0) goto LAB_001acc77;
if (*(int *)(this + 4) == param_2) {
iVar2 = _V_memcmp(pvVar1,param_3,param_2);
if (iVar2 == 0) {
return 0;
}
pvVar1 = *(void **)this;
if (pvVar1 == (void *)0x0) goto LAB_001acc77;
}
operator_delete__(pvVar1);
LAB_001acc77:
*(int *)(this + 4) = param_2;
if (param_2 < 1) {
*(undefined4 *)this = 0;
}
else {
pvVar1 = operator_new__(param_2);
*(void **)this = pvVar1;
_V_memcpy(pvVar1,param_3,param_2);
}
*(int *)(this + 8) = param_1;
return 1;
}
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.