L L4D2node

CStringRegistry::~CStringRegistry

0x00599f70 · 91 bytes · __thiscall

_ZN15CStringRegistryD2Ev

Decompiled

undefined (1 param)

/* CStringRegistry::~CStringRegistry() */

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

{
  CUtlDict<int,unsigned_short> *this_00;
  
  this_00 = *(CUtlDict<int,unsigned_short> **)this;
  if (this_00 != (CUtlDict<int,unsigned_short> *)0x0) {
    CUtlDict<int,unsigned_short>::RemoveAll(this_00);
    CUtlRBTree<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
    ::RemoveAll((CUtlRBTree<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                 *)this_00);
    *(undefined2 *)(this_00 + 0x14) = 0xffff;
    CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
    ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
             *)(this_00 + 4));
    *(undefined2 *)(this_00 + 0x16) = 0xffff;
    CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
    ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
             *)(this_00 + 4));
    operator_delete(this_00);
    return;
  }
  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)