L L4D2node

CCountedStringPool::~CCountedStringPool

0x000547e0 · 95 bytes · __thiscall

_ZN18CCountedStringPoolD1Ev

Decompiled

undefined (1 param)

/* CCountedStringPool::~CCountedStringPool() */

void __thiscall CCountedStringPool::~CCountedStringPool(CCountedStringPool *this)

{
  *(undefined ***)this = &PTR__CCountedStringPool_000b3918;
  FreeAll(this);
  *(undefined4 *)(this + 0x24) = 0;
  CUtlMemory<CCountedStringPool::hash_item_t,int>::Purge
            ((CUtlMemory<CCountedStringPool::hash_item_t,int> *)(this + 0x18));
  *(undefined4 *)(this + 0x28) = *(undefined4 *)(this + 0x18);
  CUtlMemory<CCountedStringPool::hash_item_t,int>::Purge
            ((CUtlMemory<CCountedStringPool::hash_item_t,int> *)(this + 0x18));
  *(undefined4 *)(this + 0x10) = 0;
  CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 4));
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
  CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 4));
  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)