CDataManagerBase::TouchResource
0x00bdc080 · 107 bytes · __thiscall
_ZN16CDataManagerBase13TouchResourceEP13memhandle_t__
Decompiled
undefined (2 params)
/* CDataManagerBase::TouchResource(memhandle_t__*) */
void __thiscall CDataManagerBase::TouchResource(CDataManagerBase *this,memhandle_t__ *param_1)
{
int iVar1;
ushort uVar2;
uint uVar3;
short sVar4;
(*(code *)**(undefined4 **)this)(this);
uVar3 = (uint)(param_1 + -1) & 0xffff;
if ((int)uVar3 < *(int *)(this + 0x3c)) {
iVar1 = *(int *)(this + 0xc) + uVar3 * 0xc;
sVar4 = (short)(param_1 + -1);
if ((sVar4 != *(short *)(iVar1 + 8)) || (sVar4 == *(short *)(iVar1 + 10))) {
if (*(short *)(iVar1 + 2) != (short)((uint)param_1 >> 0x10)) {
uVar3 = 0xffff;
}
uVar2 = (ushort)uVar3;
goto LAB_00bdc0d5;
}
}
uVar2 = 0xffff;
LAB_00bdc0d5:
TouchByIndex(this,uVar2);
/* WARNING: Could not recover jumptable at 0x00bdc0f0. 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.