L L4D2node

GCSDK::CSharedObjectCache::BCreateFromMsg

0x000725e0 · 52 bytes · __thiscall

_ZN5GCSDK18CSharedObjectCache14BCreateFromMsgEiPNS_10CMsgBase_tINS_12GCMsgHdrEx_tEEE

Decompiled

undefined (3 params)

/* GCSDK::CSharedObjectCache::BCreateFromMsg(int, GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>*) */

void __thiscall
GCSDK::CSharedObjectCache::BCreateFromMsg(CSharedObjectCache *this,int param_1,CMsgBase_t *param_2)

{
  CSharedObjectTypeCache *this_00;
  
  this_00 = (CSharedObjectTypeCache *)GetTypeCache(this,param_1,true);
  CSharedObjectTypeCache::BCreateFromMsg(this_00,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)