L L4D2node

GCSDK::CSchemaFull::FinishInit

0x00088c80 · 97 bytes · __thiscall

_ZN5GCSDK11CSchemaFull10FinishInitEv

Decompiled

undefined (1 param)

/* GCSDK::CSchemaFull::FinishInit() */

void __thiscall GCSDK::CSchemaFull::FinishInit(CSchemaFull *this)

{
  CSchema *this_00;
  int iVar1;
  void *pvVar2;
  int iVar3;
  int iVar4;
  
  iVar4 = 0;
  iVar3 = 0;
  *(undefined4 *)(this + 0x58) = 0;
  if (0 < *(int *)(this + 0xc)) {
    do {
      iVar3 = iVar3 + 1;
      this_00 = (CSchema *)(*(int *)this + iVar4);
      iVar4 = iVar4 + 0x13c;
      iVar1 = CSchema::CalcChecksum(this_00);
      *(int *)(this + 0x58) = *(int *)(this + 0x58) + iVar1;
    } while (iVar3 < *(int *)(this + 0xc));
  }
  *(undefined4 *)(this + 0x88) = 0x3d1100;
  pvVar2 = malloc(0x3d1100);
  *(void **)(this + 0x84) = pvVar2;
  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)