L L4D2node

GCSDK::CSharedObjectTypeCache::BUpdateFromMsg

0x000717d0 · 104 bytes · __thiscall

_ZN5GCSDK22CSharedObjectTypeCache14BUpdateFromMsgEPNS_10CMsgBase_tINS_12GCMsgHdrEx_tEEE

Decompiled

undefined (2 params)

/* GCSDK::CSharedObjectTypeCache::BUpdateFromMsg(GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>*) */

undefined4 __thiscall
GCSDK::CSharedObjectTypeCache::BUpdateFromMsg(CSharedObjectTypeCache *this,CMsgBase_t *param_1)

{
  CSharedObject *pCVar1;
  undefined4 uVar2;
  int *piVar3;
  
  pCVar1 = (CSharedObject *)CSharedObject::Create(*(int *)(this + 0x1c));
  uVar2 = (**(code **)(*(int *)pCVar1 + 0x2c))(pCVar1,param_1);
  if ((char)uVar2 == '\0') {
    return uVar2;
  }
  uVar2 = 0;
  piVar3 = (int *)FindSharedObject(this,pCVar1);
  if (piVar3 != (int *)0x0) {
    uVar2 = (**(code **)(*piVar3 + 0x38))(piVar3,param_1);
  }
  (**(code **)(*(int *)pCVar1 + 4))(pCVar1);
  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)