L L4D2node

CNetworkStringTable::~CNetworkStringTable

0x001a2de0 · 73 bytes · __thiscall

_ZN19CNetworkStringTableD1Ev

Decompiled

undefined (1 param)

/* CNetworkStringTable::~CNetworkStringTable() */

void __thiscall CNetworkStringTable::~CNetworkStringTable(CNetworkStringTable *this)

{
  int *piVar1;
  
  *(undefined ***)this = &PTR__CNetworkStringTable_002ba028;
  if (*(void **)(this + 8) != (void *)0x0) {
    operator_delete__(*(void **)(this + 8));
  }
  piVar1 = *(int **)(this + 0x38);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 4))(piVar1);
  }
  piVar1 = *(int **)(this + 0x3c);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 4))(piVar1);
  }
  *(undefined ***)this = &PTR__INetworkStringTable_002b9ec8;
  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)