L L4D2node

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 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)