L L4D2node

CDataManagerBase::BreakAllLocks

0x00249b20 · 169 bytes · __thiscall

_ZN16CDataManagerBase13BreakAllLocksEv

Decompiled

undefined (1 param)

/* CDataManagerBase::BreakAllLocks() */

int __thiscall CDataManagerBase::BreakAllLocks(CDataManagerBase *this)

{
  undefined2 *puVar1;
  uint uVar2;
  uint uVar3;
  int local_24;
  
  (*(code *)**(undefined4 **)this)(this);
  uVar3 = (uint)*(ushort *)(*(int *)(this + 0x18) + (uint)*(ushort *)(this + 0x46) * 10);
  if (uVar3 == 0xffff) {
    local_24 = 0;
  }
  else {
    local_24 = 0;
    do {
      local_24 = local_24 + 1;
      puVar1 = (undefined2 *)(*(int *)(this + 0xc) + uVar3 * 0xc);
      uVar2 = (uint)(ushort)puVar1[5];
      *puVar1 = 0;
      CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::Unlink
                ((CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)
                 (this + 0xc),*(ushort *)(this + 0x46),(ushort)uVar3);
      CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::LinkBefore
                ((CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)
                 (this + 0xc),*(ushort *)(this + 0x44),0xffff,(ushort)uVar3);
      uVar3 = uVar2;
    } while (uVar2 != 0xffff);
  }
  (**(code **)(*(int *)this + 8))(this);
  return local_24;
}

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)