GCSDK::CSharedObject::RegisterFactory
0x00086e10 · 96 bytes · __cdecl
_ZN5GCSDK13CSharedObject15RegisterFactoryEiPFPS0_vE
Decompiled
undefined (2 params)
/* GCSDK::CSharedObject::RegisterFactory(int, GCSDK::CSharedObject* (*)()) */
void GCSDK::CSharedObject::RegisterFactory(int param_1,_func_CSharedObject_ptr *param_2)
{
ushort uVar1;
int local_14;
_func_CSharedObject_ptr *local_10;
local_14 = param_1;
uVar1 = CUtlRBTree<CUtlMap<int,GCSDK::CSharedObject*(*)(),unsigned_short>::Node_t,unsigned_short,CUtlMap<int,GCSDK::CSharedObject*(*)(),unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,GCSDK::CSharedObject*(*)(),unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Find((CUtlRBTree<CUtlMap<int,GCSDK::CSharedObject*(*)(),unsigned_short>::Node_t,unsigned_short,CUtlMap<int,GCSDK::CSharedObject*(*)(),unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,GCSDK::CSharedObject*(*)(),unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)sm_mapFactories,(Node_t *)&local_14);
if (uVar1 != 0xffff) {
*(_func_CSharedObject_ptr **)((uint)uVar1 * 0x10 + sm_mapFactories._4_4_ + 0xc) = param_2;
return;
}
local_14 = param_1;
local_10 = param_2;
CUtlRBTree<CUtlMap<int,GCSDK::CSharedObject*(*)(),unsigned_short>::Node_t,unsigned_short,CUtlMap<int,GCSDK::CSharedObject*(*)(),unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,GCSDK::CSharedObject*(*)(),unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Insert((CUtlRBTree<CUtlMap<int,GCSDK::CSharedObject*(*)(),unsigned_short>::Node_t,unsigned_short,CUtlMap<int,GCSDK::CSharedObject*(*)(),unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,GCSDK::CSharedObject*(*)(),unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)sm_mapFactories,(Node_t *)&local_14);
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.