CDataManagerBase::GetResource_NoLockNoLRUTouch
0x00bdb5e0 · 101 bytes · __thiscall
_ZN16CDataManagerBase28GetResource_NoLockNoLRUTouchEP13memhandle_t__
Decompiled
undefined (2 params)
/* CDataManagerBase::GetResource_NoLockNoLRUTouch(memhandle_t__*) */
undefined4 __thiscall
CDataManagerBase::GetResource_NoLockNoLRUTouch(CDataManagerBase *this,memhandle_t__ *param_1)
{
int iVar1;
uint uVar2;
short sVar3;
undefined4 uVar4;
uVar4 = 0;
(*(code *)**(undefined4 **)this)(this);
uVar2 = (uint)(param_1 + -1) & 0xffff;
if ((int)uVar2 < *(int *)(this + 0x3c)) {
iVar1 = *(int *)(this + 0xc) + uVar2 * 0xc;
sVar3 = (short)(param_1 + -1);
if ((sVar3 != *(short *)(iVar1 + 8)) || (sVar3 == *(short *)(iVar1 + 10))) {
if ((*(short *)(iVar1 + 2) == (short)((uint)param_1 >> 0x10)) && (sVar3 != -1)) {
uVar4 = *(undefined4 *)(iVar1 + 4);
}
else {
uVar4 = 0;
}
}
}
(**(code **)(*(int *)this + 8))(this);
return uVar4;
}
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.