CUtlFilenameSymbolTable::String
0x00050370 · 168 bytes · __thiscall
_ZN23CUtlFilenameSymbolTable6StringERKPvPci
Decompiled
undefined (4 params)
/* CUtlFilenameSymbolTable::String(void* const&, char*, int) */
undefined4 __thiscall
CUtlFilenameSymbolTable::String
(CUtlFilenameSymbolTable *this,void **param_1,char *param_2,int param_3)
{
char *pcVar1;
char *pcVar2;
*param_2 = '\0';
if (param_1 != (void **)0x0) {
CThreadSpinRWLock::LockForRead();
pcVar1 = (char *)CCountedStringPool::HandleToString
((CCountedStringPool *)this,*(ushort *)param_1);
pcVar2 = (char *)CCountedStringPool::HandleToString
((CCountedStringPool *)this,*(ushort *)((int)param_1 + 2));
CThreadSpinRWLock::UnlockRead();
if ((pcVar2 != (char *)0x0) && (pcVar1 != (char *)0x0)) {
V_strncpy(param_2,pcVar1,param_3);
V_strncat(param_2,pcVar2,param_3,-1);
return 1;
}
}
return 0;
}
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.