CNetworkStringTableItem::~CNetworkStringTableItem
0x001accf0 · 137 bytes · __thiscall
_ZN23CNetworkStringTableItemD1Ev
Decompiled
undefined (1 param)
/* CNetworkStringTableItem::~CNetworkStringTableItem() */
void __thiscall CNetworkStringTableItem::~CNetworkStringTableItem(CNetworkStringTableItem *this)
{
void *pvVar1;
int iVar2;
CUtlMemory<CNetworkStringTableItem::itemchange_s,int> *this_00;
this_00 = *(CUtlMemory<CNetworkStringTableItem::itemchange_s,int> **)(this + 0x10);
if (this_00 == (CUtlMemory<CNetworkStringTableItem::itemchange_s,int> *)0x0) {
if (*(void **)this != (void *)0x0) {
operator_delete__(*(void **)this);
return;
}
}
else {
if (0 < *(int *)(this_00 + 0xc)) {
iVar2 = 0;
do {
pvVar1 = *(void **)(*(int *)this_00 + iVar2 * 0xc + 8);
if (pvVar1 != (void *)0x0) {
operator_delete__(pvVar1);
this_00 = *(CUtlMemory<CNetworkStringTableItem::itemchange_s,int> **)(this + 0x10);
}
iVar2 = iVar2 + 1;
} while (iVar2 < *(int *)(this_00 + 0xc));
}
*(undefined4 *)(this_00 + 0xc) = 0;
CUtlMemory<CNetworkStringTableItem::itemchange_s,int>::Purge(this_00);
*(undefined4 *)(this_00 + 0x10) = *(undefined4 *)this_00;
CUtlMemory<CNetworkStringTableItem::itemchange_s,int>::Purge(this_00);
operator_delete(this_00);
*(undefined4 *)this = 0;
}
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.