L L4D2node

cache_print_lru

0x0017bd30 · 51 bytes · __cdecl

_ZL15cache_print_lruRK8CCommand

Decompiled

undefined (1 param)

/* cache_print_lru(CCommand const&) */

void cache_print_lru(CCommand *param_1)

{
  undefined4 uVar1;
  
  uVar1 = 0;
  if (*(int *)param_1 == 2) {
    uVar1 = *(undefined4 *)(param_1 + 0x40c);
  }
  (**(code **)(*g_pDataCache + 0x38))(g_pDataCache,2,uVar1);
  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)