CDataManagerBase::CDataManagerBase
0x0024a2e0 · 222 bytes · __thiscall
_ZN16CDataManagerBaseC1Ej
Decompiled
undefined (2 params)
/* CDataManagerBase::CDataManagerBase(unsigned int) */
void __thiscall CDataManagerBase::CDataManagerBase(CDataManagerBase *this,uint param_1)
{
CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *this_00;
undefined2 uVar1;
*(undefined2 *)(this + 0x2e) = 0xffff;
this_00 = (CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)(this + 0xc);
*(undefined2 *)(this + 0x28) = 0xffff;
*(undefined2 *)(this + 0x2a) = 0;
*(undefined2 *)(this + 0x2c) = 0;
*(undefined2 *)(this + 0x38) = 0xffff;
*(undefined2 *)(this + 0x3a) = 0;
*(undefined ***)this = &PTR_Lock_002cbd68;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x20) = 0;
*(undefined2 *)(this + 0x24) = 0xffff;
*(undefined2 *)(this + 0x26) = 0xffff;
*(undefined4 *)(this + 0x30) = 0;
*(undefined4 *)(this + 0x34) = 0;
*(undefined4 *)(this + 0x3c) = 0;
*(undefined4 *)(this + 0x40) = 0;
*(uint *)(this + 4) = param_1;
*(undefined4 *)(this + 8) = 0;
/* try { // try from 0024a389 to 0024a3a5 has its CatchHandler @ 0024a3be */
uVar1 = CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::CreateList
(this_00);
*(undefined2 *)(this + 0x44) = uVar1;
uVar1 = CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::CreateList
(this_00);
*(undefined2 *)(this + 0x46) = uVar1;
uVar1 = CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::CreateList
(this_00);
*(undefined2 *)(this + 0x48) = uVar1;
this[0x4a] = (CDataManagerBase)((byte)this[0x4a] & 0xfe | 2);
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.