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 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.