CDataManagerBase::EnsureCapacity
0x00249690 · 162 bytes · __thiscall
_ZN16CDataManagerBase14EnsureCapacityEj
Decompiled
undefined (2 params)
/* CDataManagerBase::EnsureCapacity(unsigned int) */
int __thiscall CDataManagerBase::EnsureCapacity(CDataManagerBase *this,uint param_1)
{
ushort uVar1;
uint uVar2;
undefined4 uVar3;
uint uVar4;
uVar2 = *(uint *)(this + 8);
uVar4 = uVar2;
while ((*(uint *)(this + 4) < uVar4 || (*(uint *)(this + 4) - uVar4 < param_1))) {
(*(code *)**(undefined4 **)this)(this);
uVar1 = *(ushort *)(*(int *)(this + 0x18) + (uint)*(ushort *)(this + 0x44) * 10);
if (uVar1 == 0xffff) {
(**(code **)(*(int *)this + 8))(this);
return uVar2 - *(int *)(this + 8);
}
CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::Unlink
((CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)
(this + 0xc),*(ushort *)(this + 0x44),uVar1);
uVar3 = GetForFreeByIndex(this,uVar1);
(**(code **)(*(int *)this + 8))(this);
(**(code **)(*(int *)this + 0x14))(this,uVar3);
uVar4 = *(uint *)(this + 8);
}
return uVar2 - uVar4;
}
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.