L L4D2node

CDataManagerBase::LockResource

0x002494f0 · 194 bytes · __thiscall

_ZN16CDataManagerBase12LockResourceEP13memhandle_t__

Decompiled

undefined (2 params)

/* CDataManagerBase::LockResource(memhandle_t__*) */

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

{
  ushort uVar1;
  short *psVar2;
  int iVar3;
  short sVar4;
  undefined4 uVar5;
  
  uVar5 = 0;
  (*(code *)**(undefined4 **)this)(this);
  uVar1 = (short)param_1 - 1;
  if ((int)(uint)uVar1 < *(int *)(this + 0x3c)) {
    iVar3 = (uint)uVar1 * 0xc;
    psVar2 = (short *)(*(int *)(this + 0xc) + iVar3);
    if ((uVar1 != psVar2[4]) || (uVar1 == psVar2[5])) {
      if ((psVar2[1] == (short)((uint)param_1 >> 0x10)) && (uVar1 != 0xffff)) {
        sVar4 = *psVar2;
        if (sVar4 == 0) {
          CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::Unlink
                    ((CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)
                     (this + 0xc),*(ushort *)(this + 0x44),uVar1);
          CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::LinkBefore
                    ((CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)
                     (this + 0xc),*(ushort *)(this + 0x46),0xffff,uVar1);
          psVar2 = (short *)(*(int *)(this + 0xc) + iVar3);
          sVar4 = *psVar2;
        }
        *psVar2 = sVar4 + 1;
        uVar5 = *(undefined4 *)(*(int *)(this + 0xc) + 4 + iVar3);
      }
      else {
        uVar5 = 0;
      }
    }
  }
  (**(code **)(*(int *)this + 8))(this);
  return uVar5;
}

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)