L L4D2node

CStringPool::CStringPool

0x00053a40 · 101 bytes · __thiscall

_ZN11CStringPoolC2E16StringPoolCase_t

Decompiled

undefined (2 params)

/* CStringPool::CStringPool(StringPoolCase_t) */

void __thiscall CStringPool::CStringPool(CStringPool *this,int param_2)

{
  code *pcVar1;
  void *pvVar2;
  
  pcVar1 = StrLessInsensitive;
  if (param_2 != 0) {
    pcVar1 = StrLessSensitive;
  }
  *(undefined4 *)(this + 8) = 0x100;
  *(undefined4 *)(this + 0xc) = 0x20;
  *(code **)this = pcVar1;
  pvVar2 = malloc(0xc00);
  *(undefined2 *)(this + 0x10) = 0xffff;
  *(undefined2 *)(this + 0x12) = 0;
  *(void **)(this + 4) = pvVar2;
  *(undefined2 *)(this + 0x14) = 0xffff;
  *(undefined2 *)(this + 0x16) = 0xffff;
  *(void **)(this + 0x18) = pvVar2;
  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)