L L4D2node

GCSDK::CSchema::RenderRecord

0x0008cce0 · 278 bytes · __thiscall

_ZN5GCSDK7CSchema12RenderRecordEPh

Decompiled

undefined (2 params)

/* GCSDK::CSchema::RenderRecord(unsigned char*) */

void __thiscall GCSDK::CSchema::RenderRecord(CSchema *this,uchar *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int in_GS_OFFSET;
  char local_420 [1024];
  int local_20;
  
  iVar3 = 0;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  EmitInfo("console",2,2,"%d\t*** Record header: # of lines ***\n",*(int *)(this + 0x94) + 1);
  iVar2 = 0;
  if (0 < *(int *)(this + 0x94)) {
    do {
      iVar1 = *(int *)(this + 0x88);
      RenderField(this,param_1,iVar3,0x400,local_420);
      iVar4 = iVar3 + 1;
      EmitInfo("console",2,2,"\t%s\t\t// Field %d (%s)\n",local_420,iVar3,iVar2 + iVar1 + 0x10);
      iVar2 = iVar2 + 0x118;
      iVar3 = iVar4;
    } while (iVar4 < *(int *)(this + 0x94));
  }
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)