L L4D2node

GCSDK::CSharedObjectTypeCache::FindSharedObject

0x00071790 · 50 bytes · __thiscall

_ZN5GCSDK22CSharedObjectTypeCache16FindSharedObjectERKNS_13CSharedObjectE

Decompiled

undefined (2 params)

/* GCSDK::CSharedObjectTypeCache::FindSharedObject(GCSDK::CSharedObject const&) */

undefined4 __thiscall
GCSDK::CSharedObjectTypeCache::FindSharedObject(CSharedObjectTypeCache *this,CSharedObject *param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  iVar1 = FindSharedObjectIndex(this,param_1);
  uVar2 = 0;
  if ((-1 < iVar1) && (iVar1 < *(int *)(this + 0x10))) {
    uVar2 = *(undefined4 *)(*(int *)(this + 4) + iVar1 * 4);
  }
  return uVar2;
}

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)