L L4D2node

CStringRegistry::ClearStrings

0x00599f50 · 17 bytes · __thiscall

_ZN15CStringRegistry12ClearStringsEv

Decompiled

undefined (1 param)

/* CStringRegistry::ClearStrings() */

void __thiscall CStringRegistry::ClearStrings(CStringRegistry *this)

{
  CUtlDict<int,unsigned_short>::RemoveAll(*(CUtlDict<int,unsigned_short> **)this);
  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)