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 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.