L L4D2node

CCountedStringPool::SpewStrings

0x00053d00 · 107 bytes · __thiscall

_ZN18CCountedStringPool11SpewStringsEv

Decompiled

undefined (1 param)

/* CCountedStringPool::SpewStrings() */

void __thiscall CCountedStringPool::SpewStrings(CCountedStringPool *this)

{
  int *piVar1;
  int iVar2;
  char *pcVar3;
  int iVar4;
  int iVar5;
  
  iVar2 = *(int *)(this + 0x24);
  if (0 < iVar2) {
    iVar4 = 0;
    do {
      piVar1 = (int *)(*(int *)(this + 0x18) + iVar4 * 8);
      pcVar3 = (char *)*piVar1;
      if (pcVar3 == (char *)0x0) {
        pcVar3 = "EMPTY - ok for slot zero only!";
      }
      iVar5 = iVar4 + 1;
      Msg("String %d: ref:%d %s\n",iVar4,*(undefined1 *)((int)piVar1 + 6),pcVar3);
      iVar2 = *(int *)(this + 0x24);
      iVar4 = iVar5;
    } while (iVar5 < iVar2);
  }
  Msg("\n%d total counted strings.",iVar2);
  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)