CStringPool::FreeAll
0x000543b0 · 331 bytes · __thiscall
_ZN11CStringPool7FreeAllEv
Decompiled
undefined (1 param)
/* CStringPool::FreeAll() */
void __thiscall CStringPool::FreeAll(CStringPool *this)
{
ushort uVar1;
int iVar2;
short *psVar3;
ushort *puVar4;
uint uVar5;
uVar1 = *(ushort *)(this + 0x10);
do {
uVar5 = (uint)uVar1;
if ((CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel == '\0') &&
(iVar2 = __cxa_guard_acquire(&CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel), iVar2 != 0)) {
DAT_000d26a6 = 0xffff;
CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel = 0xffff;
DAT_000d26a8 = 0xffff;
__cxa_guard_release(&CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel);
if (uVar1 == 0xffff) goto LAB_00054468;
LAB_000543da:
psVar3 = (short *)(*(int *)(this + 4) + uVar5 * 0xc);
}
else {
if (uVar1 != 0xffff) goto LAB_000543da;
LAB_00054468:
psVar3 = &CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel;
}
if (*psVar3 == -1) {
for (; (ushort)uVar5 != 0xffff; uVar5 = uVar5 & 0xffff) {
free(*(void **)(*(int *)(this + 4) + uVar5 * 0xc + 8));
uVar5 = CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::NextInorder((CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
*)this,(ushort)uVar5);
}
CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
*)this);
return;
}
if (CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel == '\0') {
iVar2 = __cxa_guard_acquire(&CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel);
if (iVar2 != 0) {
CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel = 0xffff;
DAT_000d26a6 = 0xffff;
DAT_000d26a8 = 0xffff;
__cxa_guard_release(&CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel);
}
if (uVar1 != 0xffff) goto LAB_00054409;
LAB_000544d1:
puVar4 = &CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel;
}
else {
if (uVar1 == 0xffff) goto LAB_000544d1;
LAB_00054409:
puVar4 = (ushort *)(*(int *)(this + 4) + uVar5 * 0xc);
}
uVar1 = *puVar4;
} while( true );
}
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.