L L4D2node

GCSDK::CSharedObjectCache::YieldingWriteToDatabase

0x00071df0 · 68 bytes · __thiscall

_ZN5GCSDK18CSharedObjectCache23YieldingWriteToDatabaseEPNS_13CSharedObjectE

Decompiled

undefined (2 params)

/* GCSDK::CSharedObjectCache::YieldingWriteToDatabase(GCSDK::CSharedObject*) */

void __thiscall
GCSDK::CSharedObjectCache::YieldingWriteToDatabase(CSharedObjectCache *this,CSharedObject *param_1)

{
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)param_1 + 0xc))(param_1);
  if (cVar1 == '\0') {
    return;
  }
  (**(code **)(*(int *)param_1 + 0x1c))(param_1);
  (**(code **)(*(int *)param_1 + 0x44))(param_1);
  CUtlVector<GCSDK::CSharedObject*,CUtlMemory<GCSDK::CSharedObject*,int>>::FindAndRemove
            ((CUtlVector<GCSDK::CSharedObject*,CUtlMemory<GCSDK::CSharedObject*,int>> *)
             (this + 0x50),&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)