L L4D2node

CNetworkStringTableDictionaryManager::Clear

0x001a5bb0 · 97 bytes · __thiscall

_ZN36CNetworkStringTableDictionaryManager5ClearEv

Decompiled

undefined (1 param)

/* CNetworkStringTableDictionaryManager::Clear() */

void __thiscall
CNetworkStringTableDictionaryManager::Clear(CNetworkStringTableDictionaryManager *this)

{
  CUtlRBTree<CUtlMap<unsigned_long,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_long,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_long,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlRBTree<CUtlMap<unsigned_long,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_long,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_long,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
               *)(this + 0x28));
  *(undefined2 *)(this + 0x3c) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_long,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
  ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_long,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
           *)(this + 0x2c));
  *(undefined2 *)(this + 0x3e) = 0xffff;
  CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>::RemoveAll
            ((CUtlVector<CUtlString,CUtlMemory<CUtlString,int>> *)(this + 0x14));
  CUtlMemory<CUtlString,int>::Purge((CUtlMemory<CUtlString,int> *)(this + 0x14));
  *(undefined4 *)(this + 0x44) = 0;
  *(undefined4 *)(this + 0x48) = 1;
  *(undefined4 *)(this + 0x24) = *(undefined4 *)(this + 0x14);
  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)