CDataManagerBase::TouchByIndex
0x00249be0 · 106 bytes · __thiscall
_ZN16CDataManagerBase12TouchByIndexEt
Decompiled
undefined (2 params)
/* CDataManagerBase::TouchByIndex(unsigned short) */
void __thiscall CDataManagerBase::TouchByIndex(CDataManagerBase *this,ushort param_1)
{
if ((param_1 != 0xffff) && (*(short *)(*(int *)(this + 0xc) + (uint)param_1 * 0xc) == 0)) {
CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::Unlink
((CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)
(this + 0xc),*(ushort *)(this + 0x44),param_1);
CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::LinkBefore
((CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)
(this + 0xc),*(ushort *)(this + 0x44),0xffff,param_1);
return;
}
return;
}
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.