L L4D2node

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 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)