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 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.