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 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.