L L4D2node

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 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)