L L4D2node

GCSDK::CSharedObjectTypeCache::AddObject

0x00071b00 · 84 bytes · __thiscall

_ZN5GCSDK22CSharedObjectTypeCache9AddObjectEPNS_13CSharedObjectE

Decompiled

undefined (2 params)

/* GCSDK::CSharedObjectTypeCache::AddObject(GCSDK::CSharedObject*) */

void __thiscall
GCSDK::CSharedObjectTypeCache::AddObject(CSharedObjectTypeCache *this,CSharedObject *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(this + 0x10);
  if (0 < iVar1) {
    if ((CSharedObject *)**(int **)(this + 4) == param_1) {
      return;
    }
    iVar2 = 0;
    do {
      iVar2 = iVar2 + 1;
      if (iVar2 == iVar1) goto LAB_00071b2c;
    } while ((CSharedObject *)(*(int **)(this + 4))[iVar2] != param_1);
    if (-1 < iVar2) {
      return;
    }
  }
LAB_00071b2c:
  CUtlVector<GCSDK::CSharedObject*,CUtlMemory<GCSDK::CSharedObject*,int>>::InsertBefore
            ((CUtlVector<GCSDK::CSharedObject*,CUtlMemory<GCSDK::CSharedObject*,int>> *)(this + 4),
             iVar1,&param_1);
  return;
}

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)