L L4D2node

CDataManagerBase::TouchByIndex

0x00bdbf80 · 106 bytes · __thiscall

_ZN16CDataManagerBase12TouchByIndexEt

Decompiled

undefined (2 params)

/* CDataManagerBase::TouchByIndex(unsigned short) */

void __thiscall CDataManagerBase::TouchByIndex(CDataManagerBase *this,ushort param_1)

{
  if ((param_1 != 0xffff) && (*(short *)(*(int *)(this + 0xc) + (uint)param_1 * 0xc) == 0)) {
    CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::Unlink
              ((CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)
               (this + 0xc),*(ushort *)(this + 0x44),param_1);
    CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::LinkBefore
              ((CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)
               (this + 0xc),*(ushort *)(this + 0x44),0xffff,param_1);
    return;
  }
  return;
}

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)