L L4D2node

GCSDK::CGCBase::FindOrLoadSOCache

0x0007b220 · 171 bytes · __thiscall

_ZN5GCSDK7CGCBase17FindOrLoadSOCacheERK8CSteamID

Decompiled

undefined (2 params)

/* GCSDK::CGCBase::FindOrLoadSOCache(CSteamID const&) */

CSharedObjectCache * __thiscall GCSDK::CGCBase::FindOrLoadSOCache(CGCBase *this,CSteamID *param_1)

{
  CSharedObjectCache *pCVar1;
  CJob *this_00;
  undefined4 local_28;
  undefined4 local_24;
  CSharedObjectCache *local_20;
  
  pCVar1 = (CSharedObjectCache *)FindSOCache(this,param_1);
  if (pCVar1 != (CSharedObjectCache *)0x0) {
    return pCVar1;
  }
  pCVar1 = operator_new(100);
                    /* try { // try from 0007b265 to 0007b269 has its CatchHandler @ 0007b2d0 */
  CSharedObjectCache::CSharedObjectCache(pCVar1,param_1);
  local_28 = *(undefined4 *)param_1;
  local_24 = *(undefined4 *)(param_1 + 4);
  local_20 = pCVar1;
  CUtlRBTree<CUtlMap<CSteamID,GCSDK::CSharedObjectCache*,unsigned_short>::Node_t,unsigned_short,CUtlMap<CSteamID,GCSDK::CSharedObjectCache*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CSteamID,GCSDK::CSharedObjectCache*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
  ::Insert((CUtlRBTree<CUtlMap<CSteamID,GCSDK::CSharedObjectCache*,unsigned_short>::Node_t,unsigned_short,CUtlMap<CSteamID,GCSDK::CSharedObjectCache*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CSteamID,GCSDK::CSharedObjectCache*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
            *)(this + 0x174),(Node_t *)&local_28);
  this_00 = operator_new(0x74);
                    /* try { // try from 0007b2a5 to 0007b2a9 has its CatchHandler @ 0007b2e2 */
  CJob::CJob(this_00,(CJobMgr *)(this + 4));
  *(CGCBase **)(this_00 + 0x6c) = this;
  *(CSharedObjectCache **)(this_00 + 0x70) = pCVar1;
  *(undefined ***)this_00 = &PTR__CLoadSOCacheJob_000b5c88;
  CJob::StartJob(this_00,(void *)0x0);
  return pCVar1;
}

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)