CDataManagerBase::StoreResourceInHandle
0x002492b0 · 82 bytes · __thiscall
_ZN16CDataManagerBase21StoreResourceInHandleEtPvj
Decompiled
undefined (4 params)
/* CDataManagerBase::StoreResourceInHandle(unsigned short, void*, unsigned int) */
uint __thiscall
CDataManagerBase::StoreResourceInHandle
(CDataManagerBase *this,ushort param_1,void *param_2,uint param_3)
{
ushort uVar1;
uVar1 = param_1;
_param_1 = (uint)param_1;
(*(code *)**(undefined4 **)this)(this);
*(void **)(*(int *)(this + 0xc) + 4 + (uint)uVar1 * 0xc) = param_2;
*(uint *)(this + 8) = *(int *)(this + 8) + param_3;
uVar1 = *(ushort *)(*(int *)(this + 0xc) + 2 + (uint)uVar1 * 0xc);
(**(code **)(*(int *)this + 8))(this);
return _param_1 + 1 & 0xffff | (uint)uVar1 << 0x10;
}
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.