L L4D2node

Studio_InvalidateBoneCache

0x00b905a0 · 136 bytes · __cdecl

_Z26Studio_InvalidateBoneCacheP13memhandle_t__

Decompiled

undefined (1 param)

/* Studio_InvalidateBoneCache(memhandle_t__*) */

uint Studio_InvalidateBoneCache(memhandle_t__ *param_1)

{
  uint uVar1;
  uint uVar2;
  undefined4 *puVar3;
  bool bVar4;
  
  uVar2 = ThreadGetCurrentId();
  if (uVar2 != DAT_0104794c) {
    LOCK();
    bVar4 = DAT_0104794c != 0;
    uVar1 = uVar2;
    if (bVar4) {
      uVar1 = DAT_0104794c;
    }
    DAT_0104794c = uVar1;
    UNLOCK();
    if (bVar4) {
      CThreadFastMutex::Lock(0x104794c,uVar2);
      goto LAB_00b905cf;
    }
  }
  DAT_01047950 = DAT_01047950 + 1;
LAB_00b905cf:
                    /* try { // try from 00b905dd to 00b905e1 has its CatchHandler @ 00b9062c */
  puVar3 = (undefined4 *)
           CDataManagerBase::GetResource_NoLock((CDataManagerBase *)&g_StudioBoneCache,param_1);
  if (puVar3 != (undefined4 *)0x0) {
    *puVar3 = 0xbf800000;
  }
  uVar2 = DAT_0104794c;
  DAT_01047950 = DAT_01047950 - 1;
  if (DAT_01047950 == 0) {
    LOCK();
    DAT_0104794c = DAT_01047950;
    UNLOCK();
    return uVar2;
  }
  return DAT_01047950;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)