L L4D2node

CDataManagerBase::BreakLock

0x00249950 · 169 bytes · __thiscall

_ZN16CDataManagerBase9BreakLockEP13memhandle_t__

Decompiled

undefined (2 params)

/* CDataManagerBase::BreakLock(memhandle_t__*) */

short __thiscall CDataManagerBase::BreakLock(CDataManagerBase *this,memhandle_t__ *param_1)

{
  ushort uVar1;
  short *psVar2;
  short sVar3;
  
  sVar3 = 0;
  (*(code *)**(undefined4 **)this)(this);
  uVar1 = (short)param_1 - 1;
  if (((int)(uint)uVar1 < *(int *)(this + 0x3c)) &&
     ((psVar2 = (short *)(*(int *)(this + 0xc) + (uint)uVar1 * 0xc), uVar1 != psVar2[4] ||
      (uVar1 == psVar2[5])))) {
    if ((psVar2[1] == (short)((uint)param_1 >> 0x10)) &&
       ((uVar1 != 0xffff && (sVar3 = *psVar2, sVar3 != 0)))) {
      *psVar2 = 0;
      CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::Unlink
                ((CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)
                 (this + 0xc),*(ushort *)(this + 0x46),uVar1);
      CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::LinkBefore
                ((CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)
                 (this + 0xc),*(ushort *)(this + 0x44),0xffff,uVar1);
    }
    else {
      sVar3 = 0;
    }
  }
  (**(code **)(*(int *)this + 8))(this);
  return sVar3;
}

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)