CResponseStringBuckets::~CResponseStringBuckets
0x005bfc40 · 92 bytes · __thiscall
_ZN22CResponseStringBucketsD2Ev
Decompiled
undefined (1 param)
/* CResponseStringBuckets::~CResponseStringBuckets() */
void __thiscall CResponseStringBuckets::~CResponseStringBuckets(CResponseStringBuckets *this)
{
CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
*this_00;
CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
*pCVar1;
pCVar1 = (CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
*)(this + 0x700);
if (this != (CResponseStringBuckets *)0x0) {
do {
this_00 = pCVar1 + -0x1c;
CUtlRBTree<char_const*,unsigned_short,bool(*)(char_const*const&,char_const*const&),CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>>
::RemoveAll(this_00);
*(undefined2 *)(pCVar1 + -8) = 0xffff;
CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short> *)
(pCVar1 + -0x18));
*(undefined2 *)(pCVar1 + -6) = 0xffff;
CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlRBTreeNode_t<char_const*,unsigned_short>,unsigned_short> *)
(pCVar1 + -0x18));
pCVar1 = this_00;
} while (this != (CResponseStringBuckets *)this_00);
}
return;
}
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.