L L4D2node

CCountedStringPool::DereferenceString

0x00053bc0 · 256 bytes · __thiscall

_ZN18CCountedStringPool17DereferenceStringEPKc

Decompiled

undefined (2 params)

/* CCountedStringPool::DereferenceString(char const*) */

void __thiscall CCountedStringPool::DereferenceString(CCountedStringPool *this,char *param_1)

{
  int iVar1;
  ushort uVar2;
  uint uVar3;
  int iVar4;
  int iVar5;
  undefined4 *puVar6;
  int iVar7;
  ushort uVar8;
  ushort local_1e;
  
  if (param_1 != (char *)0x0) {
    uVar3 = Hash(this,param_1);
    uVar3 = uVar3 % *(uint *)(this + 0x10) & 0xffff;
    uVar2 = *(ushort *)(*(int *)(this + 4) + uVar3 * 2);
    if (uVar2 != 0) {
      iVar5 = *(int *)(this + 0x18);
      local_1e = 0;
      do {
        uVar8 = uVar2;
        iVar1 = (uint)uVar8 * 8;
        iVar4 = _V_stricmp(param_1,*(char **)(iVar5 + (uint)uVar8 * 8));
        iVar5 = *(int *)(this + 0x18);
        iVar7 = iVar5 + iVar1;
        if ((iVar4 == 0) && (*(char *)(iVar7 + 6) != -1)) {
          *(char *)(iVar7 + 6) = *(char *)(iVar7 + 6) + -1;
          iVar5 = *(int *)(this + 0x18);
          iVar7 = iVar5 + iVar1;
          if (*(char *)(iVar7 + 6) == '\0') {
            if (local_1e == 0) {
              *(undefined2 *)(*(int *)(this + 4) + uVar3 * 2) = *(undefined2 *)(iVar7 + 4);
            }
            else {
              *(undefined2 *)(iVar5 + 4 + (uint)local_1e * 8) = *(undefined2 *)(iVar7 + 4);
            }
            puVar6 = (undefined4 *)(*(int *)(this + 0x18) + iVar1);
            if ((void *)*puVar6 != (void *)0x0) {
              operator_delete__((void *)*puVar6);
              puVar6 = (undefined4 *)(*(int *)(this + 0x18) + iVar1);
            }
            *puVar6 = 0;
            *(undefined1 *)(*(int *)(this + 0x18) + 6 + iVar1) = 0;
            *(undefined2 *)(*(int *)(this + 0x18) + 4 + iVar1) = *(undefined2 *)(this + 0x2c);
            *(ushort *)(this + 0x2c) = uVar8;
            return;
          }
        }
        uVar2 = *(ushort *)(iVar7 + 4);
        local_1e = uVar8;
      } while (*(ushort *)(iVar7 + 4) != 0);
    }
  }
  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)