L L4D2node

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 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)