CDataManagerBase::LockResourceReturnCount
0x00249790 · 212 bytes · __thiscall
_ZN16CDataManagerBase23LockResourceReturnCountEPiP13memhandle_t__
Decompiled
undefined (3 params)
/* CDataManagerBase::LockResourceReturnCount(int*, memhandle_t__*) */
undefined4 __thiscall
CDataManagerBase::LockResourceReturnCount
(CDataManagerBase *this,int *param_1,memhandle_t__ *param_2)
{
ushort *puVar1;
int iVar2;
ushort uVar3;
ushort uVar4;
uint uVar5;
undefined4 uVar6;
(*(code *)**(undefined4 **)this)(this);
uVar5 = (uint)(param_2 + -1) & 0xffff;
if ((int)uVar5 < *(int *)(this + 0x3c)) {
iVar2 = uVar5 * 0xc;
puVar1 = (ushort *)(*(int *)(this + 0xc) + iVar2);
uVar3 = (ushort)(param_2 + -1);
if ((((uVar3 != puVar1[4]) || (uVar3 == puVar1[5])) &&
(puVar1[1] == (ushort)((uint)param_2 >> 0x10))) && (uVar3 != 0xffff)) {
uVar4 = *puVar1;
if (uVar4 == 0) {
CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::Unlink
((CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)
(this + 0xc),*(ushort *)(this + 0x44),uVar3);
CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::LinkBefore
((CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)
(this + 0xc),*(ushort *)(this + 0x46),0xffff,uVar3);
puVar1 = (ushort *)(*(int *)(this + 0xc) + iVar2);
uVar4 = *puVar1;
}
*puVar1 = uVar4 + 1;
*param_1 = (uint)(ushort)(uVar4 + 1);
uVar6 = *(undefined4 *)(*(int *)(this + 0xc) + 4 + iVar2);
goto LAB_002497c0;
}
}
*param_1 = 0;
uVar6 = 0;
LAB_002497c0:
(**(code **)(*(int *)this + 8))(this);
return uVar6;
}
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.