L L4D2node

GCSDK::CSharedObjectCache::DirtyObjectField

0x00071bb0 · 116 bytes · __thiscall

_ZN5GCSDK18CSharedObjectCache16DirtyObjectFieldEPNS_13CSharedObjectEi

Decompiled

undefined (3 params)

/* GCSDK::CSharedObjectCache::DirtyObjectField(GCSDK::CSharedObject*, int) */

void __thiscall
GCSDK::CSharedObjectCache::DirtyObjectField
          (CSharedObjectCache *this,CSharedObject *param_1,int param_2)

{
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)param_1 + 0x10))(param_1);
  if (cVar1 == '\0') {
    CUtlVector<GCSDK::CSharedObject*,CUtlMemory<GCSDK::CSharedObject*,int>>::InsertBefore
              ((CUtlVector<GCSDK::CSharedObject*,CUtlMemory<GCSDK::CSharedObject*,int>> *)
               (this + 0x3c),*(int *)(this + 0x48),&param_1);
  }
  cVar1 = (**(code **)(*(int *)param_1 + 0xc))(param_1);
  if (cVar1 == '\0') {
    CUtlVector<GCSDK::CSharedObject*,CUtlMemory<GCSDK::CSharedObject*,int>>::InsertBefore
              ((CUtlVector<GCSDK::CSharedObject*,CUtlMemory<GCSDK::CSharedObject*,int>> *)
               (this + 0x50),*(int *)(this + 0x5c),&param_1);
  }
  (**(code **)(*(int *)param_1 + 0x40))(param_1,param_2);
  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)