CDataManagerBase::GetLockHandleList
0x00249ec0 · 118 bytes · __thiscall
_ZN16CDataManagerBase17GetLockHandleListER10CUtlVectorIP13memhandle_t__10CUtlMemoryIS2_iEE
Decompiled
undefined (2 params)
/* CDataManagerBase::GetLockHandleList(CUtlVector<memhandle_t__*, CUtlMemory<memhandle_t__*, int>
>&) */
void __thiscall CDataManagerBase::GetLockHandleList(CDataManagerBase *this,CUtlVector *param_1)
{
uint uVar1;
int iVar2;
memhandle_t__ *local_20 [4];
uVar1 = (uint)*(ushort *)(*(int *)(this + 0x18) + (uint)*(ushort *)(this + 0x46) * 10);
if (uVar1 != 0xffff) {
iVar2 = *(int *)(this + 0xc);
do {
local_20[0] = (memhandle_t__ *)
(uVar1 + 1 & 0xffff | (uint)*(ushort *)(iVar2 + 2 + uVar1 * 0xc) << 0x10);
CUtlVector<memhandle_t__*,CUtlMemory<memhandle_t__*,int>>::InsertBefore
((CUtlVector<memhandle_t__*,CUtlMemory<memhandle_t__*,int>> *)param_1,
*(int *)(param_1 + 0xc),local_20);
iVar2 = *(int *)(this + 0xc);
uVar1 = (uint)*(ushort *)(iVar2 + 10 + uVar1 * 0xc);
} while (uVar1 != 0xffff);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.