CDataManagerBase::BreakLock
0x00bdbcf0 · 169 bytes · __thiscall
_ZN16CDataManagerBase9BreakLockEP13memhandle_t__
Decompiled
undefined (2 params)
/* CDataManagerBase::BreakLock(memhandle_t__*) */
short __thiscall CDataManagerBase::BreakLock(CDataManagerBase *this,memhandle_t__ *param_1)
{
ushort uVar1;
short *psVar2;
short sVar3;
sVar3 = 0;
(*(code *)**(undefined4 **)this)(this);
uVar1 = (short)param_1 - 1;
if (((int)(uint)uVar1 < *(int *)(this + 0x3c)) &&
((psVar2 = (short *)(*(int *)(this + 0xc) + (uint)uVar1 * 0xc), uVar1 != psVar2[4] ||
(uVar1 == psVar2[5])))) {
if ((psVar2[1] == (short)((uint)param_1 >> 0x10)) &&
((uVar1 != 0xffff && (sVar3 = *psVar2, sVar3 != 0)))) {
*psVar2 = 0;
CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::Unlink
((CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)
(this + 0xc),*(ushort *)(this + 0x46),uVar1);
CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::LinkBefore
((CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)
(this + 0xc),*(ushort *)(this + 0x44),0xffff,uVar1);
}
else {
sVar3 = 0;
}
}
(**(code **)(*(int *)this + 8))(this);
return sVar3;
}
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.