CC_DumpGameStringTable
0x00464d10 · 390 bytes · unknown
_Z22CC_DumpGameStringTablev
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CC_DumpGameStringTable() */
void CC_DumpGameStringTable(void)
{
ushort uVar1;
undefined4 uVar2;
int iVar3;
short *psVar4;
ushort *puVar5;
uint uVar6;
uVar1 = g_GameStringPool._20_2_;
do {
uVar6 = (uint)uVar1;
if ((CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel == '\0') &&
(iVar3 = __cxa_guard_acquire(&CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel), iVar3 != 0)) {
DAT_00f15fca = 0xffff;
CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel = 0xffff;
DAT_00f15fcc = 0xffff;
__cxa_guard_release(&CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel);
if (uVar1 == 0xffff) goto LAB_00464dd0;
LAB_00464d3a:
psVar4 = (short *)(g_GameStringPool._8_4_ + uVar6 * 0xc);
}
else {
if (uVar1 != 0xffff) goto LAB_00464d3a;
LAB_00464dd0:
psVar4 = &CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel;
}
if (*psVar4 == -1) {
for (; uVar6 != 0xffff; uVar6 = uVar6 & 0xffff) {
uVar2 = *(undefined4 *)(g_GameStringPool._8_4_ + uVar6 * 0xc + 8);
DevMsg(" %d (0x%p) : %s\n",uVar6,uVar2,uVar2);
uVar6 = CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::NextInorder((CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
*)(g_GameStringPool + 4),(ushort)uVar6);
}
DevMsg("\n");
DevMsg("Size: %d items\n",(uint)(ushort)g_GameStringPool._22_2_);
return;
}
if (CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel == '\0') {
iVar3 = __cxa_guard_acquire(&CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel);
if (iVar3 != 0) {
CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel = 0xffff;
DAT_00f15fca = 0xffff;
DAT_00f15fcc = 0xffff;
__cxa_guard_release(&CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel);
}
if (uVar1 != 0xffff) goto LAB_00464d6b;
LAB_00464e71:
puVar5 = &CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel;
}
else {
if (uVar1 == 0xffff) goto LAB_00464e71;
LAB_00464d6b:
puVar5 = (ushort *)(g_GameStringPool._8_4_ + uVar6 * 0xc);
}
uVar1 = *puVar5;
} while( true );
}
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.