L L4D2node

CNetworkStringTableContainer::~CNetworkStringTableContainer

0x001a8000 · 77 bytes · __thiscall

_ZN28CNetworkStringTableContainerD0Ev

Decompiled

undefined (1 param)

/* CNetworkStringTableContainer::~CNetworkStringTableContainer() */

void __thiscall
CNetworkStringTableContainer::~CNetworkStringTableContainer(CNetworkStringTableContainer *this)

{
  *(undefined ***)this = &PTR__CNetworkStringTableContainer_002ba088;
  RemoveAllTables(this);
  *(undefined4 *)(this + 0x1c) = 0;
  CUtlMemory<CNetworkStringTable*,int>::Purge((CUtlMemory<CNetworkStringTable*,int> *)(this + 0x10))
  ;
  *(undefined4 *)(this + 0x20) = *(undefined4 *)(this + 0x10);
  CUtlMemory<CNetworkStringTable*,int>::Purge((CUtlMemory<CNetworkStringTable*,int> *)(this + 0x10))
  ;
  *(undefined ***)this = &PTR__INetworkStringTableContainer_002b9f28;
  operator_delete(this);
  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)