Studio_GetBoneCache
0x00b902a0 · 146 bytes · __cdecl
_Z19Studio_GetBoneCacheP13memhandle_t__b
Decompiled
undefined (2 params)
/* Studio_GetBoneCache(memhandle_t__*, bool) */
void Studio_GetBoneCache(memhandle_t__ *param_1,bool param_2)
{
uint uVar1;
uint uVar2;
bool bVar3;
uVar2 = ThreadGetCurrentId();
if (uVar2 != DAT_0104794c) {
LOCK();
bVar3 = DAT_0104794c != 0;
uVar1 = uVar2;
if (bVar3) {
uVar1 = DAT_0104794c;
}
DAT_0104794c = uVar1;
UNLOCK();
if (bVar3) {
CThreadFastMutex::Lock(0x104794c,uVar2);
goto LAB_00b902d3;
}
}
DAT_01047950 = DAT_01047950 + 1;
LAB_00b902d3:
if (param_2) {
CDataManagerBase::LockResource((CDataManagerBase *)&g_StudioBoneCache,param_1);
}
else {
/* try { // try from 00b902e5 to 00b90314 has its CatchHandler @ 00b9033c */
CDataManagerBase::GetResource_NoLock((CDataManagerBase *)&g_StudioBoneCache,param_1);
}
DAT_01047950 = DAT_01047950 + -1;
if (DAT_01047950 == 0) {
LOCK();
UNLOCK();
DAT_0104794c = 0;
}
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.