L L4D2node

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 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)