L L4D2node

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 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)