L L4D2node

GCSDK::CSchema::CubRecordVariable

0x0008cbf0 · 39 bytes · __thiscall

_ZNK5GCSDK7CSchema17CubRecordVariableEPKv

Decompiled

undefined (2 params)

/* GCSDK::CSchema::CubRecordVariable(void const*) const */

undefined4 __thiscall GCSDK::CSchema::CubRecordVariable(CSchema *this,void *param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  uVar2 = 0;
  if ((this[0xbc] != (CSchema)0x0) &&
     (iVar1 = (int)param_1 + *(int *)(this + 0xf4) + -0x10, iVar1 != 0)) {
    uVar2 = *(undefined4 *)(iVar1 + 8);
  }
  return uVar2;
}

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)