GCSDK::CSharedObjectCache::AddObject
0x00072520 · 98 bytes · __thiscall
_ZN5GCSDK18CSharedObjectCache9AddObjectEPNS_13CSharedObjectE
Decompiled
undefined (2 params)
/* GCSDK::CSharedObjectCache::AddObject(GCSDK::CSharedObject*) */
void __thiscall
GCSDK::CSharedObjectCache::AddObject(CSharedObjectCache *this,CSharedObject *param_1)
{
int iVar1;
CSharedObjectTypeCache *this_00;
int iVar2;
iVar2 = 0;
iVar1 = (**(code **)(*(int *)param_1 + 8))(param_1);
this_00 = (CSharedObjectTypeCache *)GetTypeCache(this,iVar1,true);
CSharedObjectTypeCache::AddObject(this_00,param_1);
if (0 < *(int *)(this + 0x34)) {
do {
iVar1 = iVar2 * 8;
iVar2 = iVar2 + 1;
CSharedObject::BSendCreateToSteamID(param_1,(CSteamID *)(*(int *)(this + 0x28) + iVar1));
} while (iVar2 < *(int *)(this + 0x34));
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.