GCSDK::CSchemaFull::BCanConvertTable
0x000896b0 · 196 bytes · __thiscall
_ZN5GCSDK11CSchemaFull16BCanConvertTableEPKcPi
Decompiled
undefined (3 params)
/* GCSDK::CSchemaFull::BCanConvertTable(char const*, int*) */
bool __thiscall GCSDK::CSchemaFull::BCanConvertTable(CSchemaFull *this,char *param_1,int *param_2)
{
int iVar1;
int iVar2;
int iVar3;
iVar2 = 0;
if (0 < *(int *)(this + 0x68)) {
do {
iVar3 = _V_strcmp(param_1,(char *)(iVar2 * 0x80 + *(int *)(this + 0x5c)));
if (iVar3 == 0) {
*param_2 = -1;
return true;
}
iVar2 = iVar2 + 1;
} while (iVar2 < *(int *)(this + 0x68));
}
iVar3 = 0;
iVar2 = 0;
if (0 < *(int *)(this + 0x7c)) {
do {
iVar1 = _V_strcmp(param_1,(char *)(*(int *)(this + 0x70) + iVar3));
if (iVar1 == 0) {
*param_2 = *(int *)(*(int *)(this + 0x70) + 0x80 + iVar3);
return true;
}
iVar2 = iVar2 + 1;
iVar3 = iVar3 + 0x84;
} while (iVar2 < *(int *)(this + 0x7c));
}
iVar2 = FindITable(this,param_1);
*param_2 = iVar2;
return iVar2 != -1;
}
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.