L L4D2node

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 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)