L L4D2node

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 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)