L L4D2node

CNetworkStringTableDictionaryManager::OnBSPFullyUnloaded

0x001a5b10 · 153 bytes · __thiscall

_ZN36CNetworkStringTableDictionaryManager18OnBSPFullyUnloadedEv

Decompiled

undefined (1 param)

/* CNetworkStringTableDictionaryManager::OnBSPFullyUnloaded() */

void __thiscall
CNetworkStringTableDictionaryManager::OnBSPFullyUnloaded(CNetworkStringTableDictionaryManager *this)

{
  CNetworkStringTableDictionaryManager CVar1;
  char *pcVar2;
  
  if (this[0x50] == (CNetworkStringTableDictionaryManager)0x0) {
    return;
  }
  CVar1 = this[0x9c];
  pcVar2 = CUtlString::operator_cast_to_char_((CUtlString *)(this + 0x54));
  WriteDictionaryToBSP(this,pcVar2,(CUtlBuffer *)(this + 100),(bool)CVar1);
  this[0x50] = (CNetworkStringTableDictionaryManager)0x0;
  CUtlString::operator=((CUtlString *)(this + 0x54),"");
  this[0x9c] = (CNetworkStringTableDictionaryManager)0x0;
  *(undefined4 *)(this + 0x70) = 0;
  *(undefined4 *)(this + 0x74) = 0;
  *(undefined4 *)(this + 0x84) = 0;
  *(undefined4 *)(this + 0x80) = 0;
  this[0x78] = (CNetworkStringTableDictionaryManager)0x0;
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 100));
  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)