L L4D2node

SV_CreateNetworkStringTables

0x001acfb0 · 112 bytes · __cdecl

_Z28SV_CreateNetworkStringTablesPKc

Decompiled

undefined (1 param)

/* SV_CreateNetworkStringTables(char const*) */

void SV_CreateNetworkStringTables(char *param_1)

{
  (*(code *)**(undefined4 **)g_pStringTableDictionary)(g_pStringTableDictionary,param_1,0);
  CNetworkStringTableContainer::RemoveAllTables
            ((CNetworkStringTableContainer *)s_NetworkStringTableServer);
  CNetworkStringTableContainer::AllowCreation
            ((CNetworkStringTableContainer *)s_NetworkStringTableServer,true);
  CGameServer::CreateEngineStringTables((CGameServer *)&sv);
  (**(code **)(*serverGameDLL + 0x30))(serverGameDLL);
  CNetworkStringTableContainer::AllowCreation
            ((CNetworkStringTableContainer *)s_NetworkStringTableServer,false);
  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)