L L4D2node

CNetworkStringTable::DeleteAllStrings

0x001a3c70 · 277 bytes · __thiscall

_ZN19CNetworkStringTable16DeleteAllStringsEv

Decompiled

undefined (1 param)

/* CNetworkStringTable::DeleteAllStrings() */

void __thiscall CNetworkStringTable::DeleteAllStrings(CNetworkStringTable *this)

{
  CNetworkStringTable CVar1;
  undefined4 *puVar2;
  int *piVar3;
  
  piVar3 = *(int **)(this + 0x38);
  if (piVar3 != (int *)0x0) {
    (**(code **)(*piVar3 + 4))(piVar3);
  }
  puVar2 = operator_new(0x24);
  CVar1 = this[0x20];
  *(undefined2 *)((int)puVar2 + 0x1a) = 0;
  *puVar2 = &PTR__CNetworkStringDict_002b9fe8;
  puVar2[2] = CNetworkStringDict::CTableItem::Less;
  puVar2[3] = 0;
  *(byte *)(puVar2 + 1) = (byte)CVar1 & 1;
  *(undefined2 *)(puVar2 + 6) = 0xffff;
  puVar2[4] = 0;
  puVar2[5] = 0;
  *(undefined2 *)(puVar2 + 7) = 0xffff;
  *(undefined2 *)((int)puVar2 + 0x1e) = 0xffff;
  puVar2[8] = 0;
  *(undefined4 **)(this + 0x38) = puVar2;
  piVar3 = *(int **)(this + 0x3c);
  if (piVar3 != (int *)0x0) {
    (**(code **)(*piVar3 + 4))(piVar3);
    piVar3 = operator_new(0x24);
    *(undefined2 *)(piVar3 + 6) = 0xffff;
    *(undefined2 *)((int)piVar3 + 0x1a) = 0;
    *piVar3 = (int)&PTR__CNetworkStringDict_002b9fe8;
    *(undefined2 *)(piVar3 + 7) = 0xffff;
    *(undefined1 *)(piVar3 + 1) = 0;
    piVar3[2] = (int)CNetworkStringDict::CTableItem::Less;
    piVar3[3] = 0;
    piVar3[4] = 0;
    piVar3[5] = 0;
    *(undefined2 *)((int)piVar3 + 0x1e) = 0xffff;
    piVar3[8] = 0;
    *(int **)(this + 0x3c) = piVar3;
    (**(code **)(*piVar3 + 0x18))(piVar3,"___clientsideitemsplaceholder0___");
    (**(code **)(**(int **)(this + 0x3c) + 0x18))
              (*(int **)(this + 0x3c),"___clientsideitemsplaceholder1___");
  }
  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)