CUtlFilenameSymbolTable::RestoreFromBuffer
0x00b823d0 · 146 bytes · __thiscall
_ZN23CUtlFilenameSymbolTable17RestoreFromBufferER10CUtlBuffer
Decompiled
undefined (2 params)
/* CUtlFilenameSymbolTable::RestoreFromBuffer(CUtlBuffer&) */
undefined4 __thiscall
CUtlFilenameSymbolTable::RestoreFromBuffer(CUtlFilenameSymbolTable *this,CUtlBuffer *param_1)
{
char cVar1;
int iVar2;
undefined4 uVar3;
iVar2 = ThreadGetCurrentId();
LOCK();
*(int *)(this + 0x40) = *(int *)(this + 0x40) + 1;
UNLOCK();
if ((0 < *(int *)(this + 0x3c)) ||
(((*(int *)(this + 0x38) != 0 && (iVar2 != *(int *)(this + 0x38))) ||
(cVar1 = ThreadInterlockedAssignIf64(this + 0x38,iVar2,0,0,0), cVar1 == '\0')))) {
CThreadSpinRWLock::SpinLockForWrite((uint)(this + 0x38));
}
uVar3 = CCountedStringPool::RestoreFromBuffer((CCountedStringPool *)this,param_1);
CThreadSpinRWLock::UnlockWrite();
return uVar3;
}
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.