CServerGameDLL::CreateNetworkStringTables
0x006c4d00 · 609 bytes · __cdecl
_ZN14CServerGameDLL25CreateNetworkStringTablesEv
Decompiled
undefined (0 params)
/* CServerGameDLL::CreateNetworkStringTables() */
void CServerGameDLL::CreateNetworkStringTables(void)
{
g_pStringTableParticleEffectNames =
(int *)(**(code **)(*networkstringtable + 8))
(networkstringtable,"ParticleEffectNames",0x400,0,0,1);
g_pStringTableEffectDispatch =
(int *)(**(code **)(*networkstringtable + 8))
(networkstringtable,"EffectDispatch",0x400,0,0,0);
g_pStringTableVguiScreen =
(**(code **)(*networkstringtable + 8))(networkstringtable,"VguiScreen",0x100,0,0,0);
g_pStringTableMaterials =
(int *)(**(code **)(*networkstringtable + 8))(networkstringtable,"Materials",0x400,0,0,1);
g_pStringTableInfoPanel =
(**(code **)(*networkstringtable + 8))(networkstringtable,"InfoPanel",0x80,0,0,0);
g_pStringTableClientSideChoreoScenes =
(**(code **)(*networkstringtable + 8))(networkstringtable,"Scenes",0x4000,0,0,1);
g_pStringTableMeleeWeapons =
(**(code **)(*networkstringtable + 8))(networkstringtable,"MeleeWeapons",0x10,0,0,0);
(**(code **)(*g_pStringTableMaterials + 0x24))
(g_pStringTableMaterials,1,"debug/debugempty",0xffffffff,0);
(**(code **)(*g_pStringTableParticleEffectNames + 0x24))
(g_pStringTableParticleEffectNames,1,"error",0xffffffff,0);
(**(code **)(*g_pStringTableEffectDispatch + 0x24))
(g_pStringTableEffectDispatch,1,"error",0xffffffff,0);
(**(code **)(*g_pStringTableMaterials + 0x24))
(g_pStringTableMaterials,1,"engine/preloadtexture",0xffffffff,0);
CreateNetworkStringTables_GameRules();
g_VguiScreenStringOps._4_4_ = g_pStringTableVguiScreen;
return;
}
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.