L L4D2node

CCleanupUtlSymbolTable::~CCleanupUtlSymbolTable

0x00050f20 · 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 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)