L L4D2node

CDataManagerBase::GetLRUHandleList

0x00bdc1e0 · 118 bytes · __thiscall

_ZN16CDataManagerBase16GetLRUHandleListER10CUtlVectorIP13memhandle_t__10CUtlMemoryIS2_iEE

Decompiled

undefined (2 params)

/* CDataManagerBase::GetLRUHandleList(CUtlVector<memhandle_t__*, CUtlMemory<memhandle_t__*, int> >&)
    */

void __thiscall CDataManagerBase::GetLRUHandleList(CDataManagerBase *this,CUtlVector *param_1)

{
  uint uVar1;
  int iVar2;
  memhandle_t__ *local_20 [4];
  
  uVar1 = (uint)*(ushort *)(*(int *)(this + 0x18) + (uint)*(ushort *)(this + 0x44) * 10 + 2);
  if (uVar1 != 0xffff) {
    iVar2 = *(int *)(this + 0xc);
    do {
      local_20[0] = (memhandle_t__ *)
                    (uVar1 + 1 & 0xffff | (uint)*(ushort *)(iVar2 + 2 + uVar1 * 0xc) << 0x10);
      CUtlVector<memhandle_t__*,CUtlMemory<memhandle_t__*,int>>::InsertBefore
                ((CUtlVector<memhandle_t__*,CUtlMemory<memhandle_t__*,int>> *)param_1,
                 *(int *)(param_1 + 0xc),local_20);
      iVar2 = *(int *)(this + 0xc);
      uVar1 = (uint)*(ushort *)(iVar2 + 8 + uVar1 * 0xc);
    } while (uVar1 != 0xffff);
  }
  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)