CCleanupUtlSymbolTable::~CCleanupUtlSymbolTable
0x00264e00 · 85 bytes · __thiscall
_ZN22CCleanupUtlSymbolTableD2Ev
Decompiled
undefined (1 param)
/* CCleanupUtlSymbolTable::~CCleanupUtlSymbolTable() */
void __thiscall CCleanupUtlSymbolTable::~CCleanupUtlSymbolTable(CCleanupUtlSymbolTable *this)
{
CUtlSymbolTable *this_00;
this_00 = CUtlSymbol::s_pSymbolTable;
if (CUtlSymbol::s_pSymbolTable != (CUtlSymbolTable *)0x0) {
CThreadSyncObject::~CThreadSyncObject((CThreadSyncObject *)(CUtlSymbol::s_pSymbolTable + 0xb0));
CThreadSyncObject::~CThreadSyncObject((CThreadSyncObject *)(this_00 + 0x5c));
pthread_mutex_destroy((pthread_mutex_t *)(this_00 + 0x38));
CUtlSymbolTable::~CUtlSymbolTable(this_00);
operator_delete(this_00);
}
CUtlSymbol::s_pSymbolTable = (CUtlSymbolTable *)0x0;
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.