InvalidateQueryCache
0x0049d1e0 · 109 bytes · unknown
_Z20InvalidateQueryCachev
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* InvalidateQueryCache() */
void InvalidateQueryCache(void)
{
undefined4 *puVar1;
int iVar2;
undefined4 *puVar3;
int iVar4;
puVar1 = &s_HashChains;
do {
*puVar1 = 0;
puVar1 = puVar1 + 1;
} while ((undefined4 **)puVar1 != &s_VictimList);
puVar3 = (undefined4 *)&DAT_00f816e8;
puVar1 = (undefined4 *)0x0;
iVar4 = 0;
do {
*puVar3 = 0;
s_VictimList = &s_QCache + iVar4 * 0x1a;
(&s_QCache)[iVar4 * 0x1a] = puVar1;
if (puVar1 != (undefined4 *)0x0) {
puVar1[1] = s_VictimList;
}
iVar2 = iVar4 + 1;
puVar3 = puVar3 + 0x1a;
(&DAT_00f816e4)[iVar4 * 0x1a] = 0;
puVar1 = s_VictimList;
iVar4 = iVar2;
} while (iVar2 != 0x400);
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.