CDataManagerBase::DestroyResource
0x00bdbda0 · 264 bytes · __thiscall
_ZN16CDataManagerBase15DestroyResourceEP13memhandle_t__
Decompiled
undefined (2 params)
/* CDataManagerBase::DestroyResource(memhandle_t__*) */
void __thiscall CDataManagerBase::DestroyResource(CDataManagerBase *this,memhandle_t__ *param_1)
{
short sVar1;
short *psVar2;
short sVar3;
uint uVar4;
(*(code *)**(undefined4 **)this)(this);
uVar4 = (uint)(param_1 + -1) & 0xffff;
if ((int)uVar4 < *(int *)(this + 0x3c)) {
psVar2 = (short *)(*(int *)(this + 0xc) + uVar4 * 0xc);
sVar1 = psVar2[4];
sVar3 = (short)(param_1 + -1);
if (((sVar3 == sVar1) && (sVar3 != psVar2[5])) || (psVar2[1] != (short)((uint)param_1 >> 0x10)))
goto LAB_00bdbdf4;
if (sVar1 != sVar3) goto LAB_00bdbe2f;
}
else {
LAB_00bdbdf4:
if (*(int *)(this + 0x3c) < 0x10000) goto LAB_00bdbdfb;
uVar4 = 0xffff;
psVar2 = (short *)((int)&__DT_REL[0x15c3e].r_info + *(int *)(this + 0xc));
sVar1 = *(short *)((int)&__DT_REL[0x15c3f].r_info + *(int *)(this + 0xc));
if (sVar1 != -1) goto LAB_00bdbe2f;
}
if (psVar2[5] == sVar1) {
LAB_00bdbe2f:
if (*psVar2 != 0) {
BreakLock(this,param_1);
}
CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::Unlink
((CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)
(this + 0xc),*(ushort *)(this + 0x44),(ushort)uVar4);
GetForFreeByIndex(this,(ushort)uVar4);
(**(code **)(*(int *)this + 8))(this);
/* WARNING: Could not recover jumptable at 0x00bdbe83. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x14))();
return;
}
LAB_00bdbdfb:
/* WARNING: Could not recover jumptable at 0x00bdbe0a. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 8))();
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.