CUtlDict<CNetPropManager::PropInfo_t,int>::Insert
0x0074f2f0 · 95 bytes · __thiscall
_ZN8CUtlDictIN15CNetPropManager10PropInfo_tEiE6InsertEPKcRKS1_
Decompiled
undefined (3 params)
/* CUtlDict<CNetPropManager::PropInfo_t, int>::Insert(char const*, CNetPropManager::PropInfo_t
const&) */
void __thiscall
CUtlDict<CNetPropManager::PropInfo_t,int>::Insert
(CUtlDict<CNetPropManager::PropInfo_t,int> *this,char *param_1,PropInfo_t *param_2)
{
char *local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
local_30 = strdup(param_1);
local_2c = *(undefined4 *)param_2;
local_28 = *(undefined4 *)(param_2 + 4);
local_24 = *(undefined4 *)(param_2 + 8);
local_20 = *(undefined4 *)(param_2 + 0xc);
local_1c = *(undefined4 *)(param_2 + 0x10);
local_18 = *(undefined4 *)(param_2 + 0x14);
local_14 = *(undefined4 *)(param_2 + 0x18);
local_10 = *(undefined4 *)(param_2 + 0x1c);
CUtlRBTree<CUtlMap<char_const*,CNetPropManager::PropInfo_t,int>::Node_t,int,CUtlMap<char_const*,CNetPropManager::PropInfo_t,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CNetPropManager::PropInfo_t,int>::Node_t,int>,int>>
::Insert((CUtlRBTree<CUtlMap<char_const*,CNetPropManager::PropInfo_t,int>::Node_t,int,CUtlMap<char_const*,CNetPropManager::PropInfo_t,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CNetPropManager::PropInfo_t,int>::Node_t,int>,int>>
*)this,(Node_t *)&local_30);
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.