L L4D2node

GCSDK::CSchema::RenderField

0x0008cc20 · 163 bytes · __thiscall

_ZN5GCSDK7CSchema11RenderFieldEPhiiPc

Decompiled

undefined (5 params)

/* GCSDK::CSchema::RenderField(unsigned char*, int, int, char*) */

void __thiscall
GCSDK::CSchema::RenderField(CSchema *this,uchar *param_1,int param_2,int param_3,char *param_4)

{
  uint *puVar1;
  uint uVar2;
  uchar *puVar3;
  uint *puVar4;
  int *piVar5;
  uchar local_d;
  
  local_d = '\0';
  puVar1 = (uint *)(param_2 * 0x118 + *(int *)(this + 0x88));
  if (*puVar1 < 2) {
    puVar4 = (uint *)(param_1 + puVar1[0x45]);
    piVar5 = (int *)0x0;
    if (this[0xbc] == (CSchema)0x0) {
      uVar2 = *puVar4;
    }
    else {
      piVar5 = (int *)(param_1 + *(int *)(this + 0xf4) + -0x10);
      uVar2 = *puVar4;
    }
    if ((uVar2 == 0) || (piVar5[2] == 0)) {
      puVar3 = &local_d;
      uVar2 = 1;
    }
    else {
      puVar3 = (uchar *)(*piVar5 + puVar4[1]);
    }
  }
  else {
    puVar3 = param_1 + puVar1[0x45];
    uVar2 = puVar1[1];
  }
  ConvertFieldToText(*puVar1,puVar3,uVar2,param_4,param_3,1);
  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)