CSteamEnvVars::~CSteamEnvVars
0x000da4b0 · 437 bytes · __thiscall
_ZN13CSteamEnvVarsD1Ev
Decompiled
undefined (1 param)
/* CSteamEnvVars::~CSteamEnvVars() */
void __thiscall CSteamEnvVars::~CSteamEnvVars(CSteamEnvVars *this)
{
if (this[0x60] != (CSteamEnvVars)0x0) {
if (this[0x68] == (CSteamEnvVars)0x0) {
setenv(*(char **)(this + 100),"",1);
}
else {
CTempEnvVar::SetValue((CTempEnvVar *)(this + 0x60),"%s",*(undefined4 *)(this + 0x6c));
}
}
*(undefined4 *)(this + 0x78) = 0;
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 0x6c));
*(undefined4 *)(this + 0x7c) = *(undefined4 *)(this + 0x6c);
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 0x6c));
if (this[0x40] != (CSteamEnvVars)0x0) {
if (this[0x48] == (CSteamEnvVars)0x0) {
setenv(*(char **)(this + 0x44),"",1);
}
else {
CTempEnvVar::SetValue((CTempEnvVar *)(this + 0x40),"%s",*(undefined4 *)(this + 0x4c));
}
}
*(undefined4 *)(this + 0x58) = 0;
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 0x4c));
*(undefined4 *)(this + 0x5c) = *(undefined4 *)(this + 0x4c);
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 0x4c));
if (this[0x20] != (CSteamEnvVars)0x0) {
if (this[0x28] == (CSteamEnvVars)0x0) {
setenv(*(char **)(this + 0x24),"",1);
}
else {
CTempEnvVar::SetValue((CTempEnvVar *)(this + 0x20),"%s",*(undefined4 *)(this + 0x2c));
}
}
*(undefined4 *)(this + 0x38) = 0;
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 0x2c));
*(undefined4 *)(this + 0x3c) = *(undefined4 *)(this + 0x2c);
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 0x2c));
if (*this != (CSteamEnvVars)0x0) {
if (this[8] == (CSteamEnvVars)0x0) {
setenv(*(char **)(this + 4),"",1);
}
else {
CTempEnvVar::SetValue((CTempEnvVar *)this,"%s",*(undefined4 *)(this + 0xc));
}
}
*(undefined4 *)(this + 0x18) = 0;
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 0xc));
*(undefined4 *)(this + 0x1c) = *(undefined4 *)(this + 0xc);
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 0xc));
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.