CSPSharedMemoryManager::GetSharedMemory
0x001db370 · 227 bytes · __thiscall
_ZN22CSPSharedMemoryManager15GetSharedMemoryEPKci
Decompiled
undefined (3 params)
/* CSPSharedMemoryManager::GetSharedMemory(char const*, int) */
CSPSharedMemory * __thiscall
CSPSharedMemoryManager::GetSharedMemory(CSPSharedMemoryManager *this,char *param_1,int param_2)
{
int *piVar1;
char cVar2;
CSPSharedMemory *pCVar3;
int iVar4;
int iVar5;
CSPSharedMemory *local_20 [4];
iVar4 = *(int *)(this + 0xc) + -1;
iVar5 = iVar4 * 4;
while( true ) {
if (iVar4 < 0) {
pCVar3 = operator_new(0x24);
*(undefined ***)pCVar3 = &PTR_Init_002be170;
/* try { // try from 001db3e2 to 001db3e6 has its CatchHandler @ 001db45d */
CUtlString::CUtlString((CUtlString *)(pCVar3 + 4));
*(int *)(pCVar3 + 0x18) = 0;
*(int *)(pCVar3 + 0x1c) = 0;
*(int *)(pCVar3 + 0x20) = 0;
local_20[0] = pCVar3;
CUtlString::operator=((CUtlString *)(pCVar3 + 4),param_1);
*(int *)(local_20[0] + 0x14) = param_2;
CUtlVector<CSPSharedMemory*,CUtlMemory<CSPSharedMemory*,int>>::InsertBefore
((CUtlVector<CSPSharedMemory*,CUtlMemory<CSPSharedMemory*,int>> *)this,
*(int *)(this + 0xc),local_20);
(**(code **)(*(int *)local_20[0] + 0xc))(local_20[0]);
return local_20[0];
}
cVar2 = CUtlString::operator==((CUtlString *)(*(int *)(*(int *)this + iVar5) + 4),param_1);
if ((cVar2 != '\0') && (piVar1 = *(int **)(*(int *)this + iVar5), piVar1[5] == param_2)) break;
iVar5 = iVar5 + -4;
iVar4 = iVar4 + -1;
}
(**(code **)(*piVar1 + 0xc))(piVar1);
return (CSPSharedMemory *)*(int **)(*(int *)this + iVar5);
}
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.