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 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.