GCSDK::CSharedObjectCache::YieldingWriteAllToDatabase
0x00071ab0 · 74 bytes · __thiscall
_ZN5GCSDK18CSharedObjectCache26YieldingWriteAllToDatabaseEv
Decompiled
undefined (1 param)
/* GCSDK::CSharedObjectCache::YieldingWriteAllToDatabase() */
void __thiscall GCSDK::CSharedObjectCache::YieldingWriteAllToDatabase(CSharedObjectCache *this)
{
int *piVar1;
int iVar2;
iVar2 = 0;
if (0 < *(int *)(this + 0x5c)) {
do {
piVar1 = *(int **)(*(int *)(this + 0x50) + iVar2 * 4);
(**(code **)(*piVar1 + 0x1c))(piVar1);
piVar1 = *(int **)(*(int *)(this + 0x50) + iVar2 * 4);
iVar2 = iVar2 + 1;
(**(code **)(*piVar1 + 0x44))(piVar1);
} while (iVar2 < *(int *)(this + 0x5c));
}
*(undefined4 *)(this + 0x5c) = 0;
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.