CDataManagerBase::GetResource_NoLock
0x00bdbff0 · 125 bytes · __thiscall
_ZN16CDataManagerBase18GetResource_NoLockEP13memhandle_t__
Decompiled
undefined (2 params)
/* CDataManagerBase::GetResource_NoLock(memhandle_t__*) */
undefined4 __thiscall
CDataManagerBase::GetResource_NoLock(CDataManagerBase *this,memhandle_t__ *param_1)
{
ushort uVar1;
int iVar2;
undefined4 uVar3;
int iVar4;
uVar3 = 0;
(*(code *)**(undefined4 **)this)(this);
uVar1 = (short)param_1 - 1;
if ((int)(uint)uVar1 < *(int *)(this + 0x3c)) {
iVar4 = (uint)uVar1 * 0xc;
iVar2 = *(int *)(this + 0xc) + iVar4;
if ((uVar1 != *(ushort *)(iVar2 + 8)) || (uVar1 == *(ushort *)(iVar2 + 10))) {
if ((*(short *)(iVar2 + 2) == (short)((uint)param_1 >> 0x10)) && (uVar1 != 0xffff)) {
TouchByIndex(this,uVar1);
uVar3 = *(undefined4 *)(*(int *)(this + 0xc) + 4 + iVar4);
}
else {
uVar3 = 0;
}
}
}
(**(code **)(*(int *)this + 8))(this);
return uVar3;
}
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.