CGameServer::CreateEngineStringTables
0x001fefd0 · 814 bytes · __thiscall
_ZN11CGameServer24CreateEngineStringTablesEv
Decompiled
undefined (1 param)
/* CGameServer::CreateEngineStringTables() */
void __thiscall CGameServer::CreateEngineStringTables(CGameServer *this)
{
INetworkStringTable *pIVar1;
undefined4 uVar2;
int iVar3;
CDownloadListGenerator *this_00;
int iVar4;
int in_GS_OFFSET;
CGameServer *this_01;
char local_28 [8];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
CNetworkStringTableContainer::SetTick
(*(CNetworkStringTableContainer **)(this + 0xbc),*(int *)(this + 0xc));
uVar2 = (**(code **)(**(int **)(this + 0xbc) + 8))
(*(int **)(this + 0xbc),"downloadables",0x2000,0,0,1);
*(undefined4 *)(this + 0xd0) = uVar2;
uVar2 = (**(code **)(**(int **)(this + 0xbc) + 8))
(*(int **)(this + 0xbc),"modelprecache",0x800,1,2,1);
*(undefined4 *)(this + 0x2d364) = uVar2;
uVar2 = (**(code **)(**(int **)(this + 0xbc) + 8))
(*(int **)(this + 0xbc),"genericprecache",0x200,1,2,1);
*(undefined4 *)(this + 0x2d36c) = uVar2;
uVar2 = (**(code **)(**(int **)(this + 0xbc) + 8))
(*(int **)(this + 0xbc),"soundprecache",20000,1,2,1);
*(undefined4 *)(this + 0x2d368) = uVar2;
uVar2 = (**(code **)(**(int **)(this + 0xbc) + 8))
(*(int **)(this + 0xbc),"decalprecache",0x200,1,2,1);
*(undefined4 *)(this + 0x2d370) = uVar2;
uVar2 = (**(code **)(**(int **)(this + 0xbc) + 8))
(*(int **)(this + 0xbc),"instancebaseline",0x400,0,0,0);
*(undefined4 *)(this + 0xc0) = uVar2;
uVar2 = (**(code **)(**(int **)(this + 0xbc) + 8))
(*(int **)(this + 0xbc),"lightstyles",0x40,0,0,0);
*(undefined4 *)(this + 0xc4) = uVar2;
uVar2 = (**(code **)(**(int **)(this + 0xbc) + 8))(*(int **)(this + 0xbc),"userinfo",0x20,0,0,0);
*(undefined4 *)(this + 200) = uVar2;
this_01 = *(CGameServer **)(this + 0xbc);
iVar3 = (**(code **)(*(int *)this_01 + 8))(this_01,"server_query_info",4,0,0,0);
*(int *)(this + 0xcc) = iVar3;
if (iVar3 != 0) {
SetQueryPortFromSteamServer(this_01);
}
CopyPureServerWhitelistToStringTable(this);
iVar3 = 0;
do {
iVar4 = iVar3 + 1;
V_snprintf(local_28,8,"%i",iVar3);
(**(code **)(**(int **)(this + 0xc4) + 0x24))(*(int **)(this + 0xc4),1,local_28,0xffffffff,0);
iVar3 = iVar4;
} while (iVar4 != 0x40);
iVar3 = 0;
do {
iVar4 = iVar3 + 1;
V_snprintf(local_28,8,"%i",iVar3);
(**(code **)(**(int **)(this + 200) + 0x24))(*(int **)(this + 200),1,local_28,0xffffffff,0);
iVar3 = iVar4;
} while (iVar4 != 0x20);
pIVar1 = *(INetworkStringTable **)(this + 0xd0);
this_00 = (CDownloadListGenerator *)DownloadListGenerator();
CDownloadListGenerator::SetStringTable(this_00,pIVar1);
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.