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 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.