GCSDK::CSharedObjectTypeCache::BCreateFromMsg
0x00071b60 · 80 bytes · __thiscall
_ZN5GCSDK22CSharedObjectTypeCache14BCreateFromMsgEPNS_10CMsgBase_tINS_12GCMsgHdrEx_tEEE
Decompiled
undefined (2 params)
/* GCSDK::CSharedObjectTypeCache::BCreateFromMsg(GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>*) */
undefined4 __thiscall
GCSDK::CSharedObjectTypeCache::BCreateFromMsg(CSharedObjectTypeCache *this,CMsgBase_t *param_1)
{
undefined4 uVar1;
CSharedObject *local_10;
local_10 = (CSharedObject *)CSharedObject::Create(*(int *)(this + 0x1c));
uVar1 = (**(code **)(*(int *)local_10 + 0x30))(local_10,param_1);
if ((char)uVar1 != '\0') {
CUtlVector<GCSDK::CSharedObject*,CUtlMemory<GCSDK::CSharedObject*,int>>::InsertBefore
((CUtlVector<GCSDK::CSharedObject*,CUtlMemory<GCSDK::CSharedObject*,int>> *)(this + 4)
,*(int *)(this + 0x10),&local_10);
}
return uVar1;
}
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.