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 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.