L L4D2node

CDataManagerBase::GetResource_NoLockNoLRUTouch

0x00249240 · 101 bytes · __thiscall

_ZN16CDataManagerBase28GetResource_NoLockNoLRUTouchEP13memhandle_t__

Decompiled

undefined (2 params)

/* CDataManagerBase::GetResource_NoLockNoLRUTouch(memhandle_t__*) */

undefined4 __thiscall
CDataManagerBase::GetResource_NoLockNoLRUTouch(CDataManagerBase *this,memhandle_t__ *param_1)

{
  int iVar1;
  uint uVar2;
  short sVar3;
  undefined4 uVar4;
  
  uVar4 = 0;
  (*(code *)**(undefined4 **)this)(this);
  uVar2 = (uint)(param_1 + -1) & 0xffff;
  if ((int)uVar2 < *(int *)(this + 0x3c)) {
    iVar1 = *(int *)(this + 0xc) + uVar2 * 0xc;
    sVar3 = (short)(param_1 + -1);
    if ((sVar3 != *(short *)(iVar1 + 8)) || (sVar3 == *(short *)(iVar1 + 10))) {
      if ((*(short *)(iVar1 + 2) == (short)((uint)param_1 >> 0x10)) && (sVar3 != -1)) {
        uVar4 = *(undefined4 *)(iVar1 + 4);
      }
      else {
        uVar4 = 0;
      }
    }
  }
  (**(code **)(*(int *)this + 8))(this);
  return uVar4;
}

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)