L L4D2node

GCSDK::CSchema::BGetFieldData

0x0008ce00 · 184 bytes · __thiscall

_ZNK5GCSDK7CSchema13BGetFieldDataEPKviPPhPj

Decompiled

undefined (5 params)

/* GCSDK::CSchema::BGetFieldData(void const*, int, unsigned char**, unsigned int*) const */

undefined4 __thiscall
GCSDK::CSchema::BGetFieldData(CSchema *this,void *param_1,int param_2,uchar **param_3,uint *param_4)

{
  uint *puVar1;
  undefined4 uVar2;
  uint uVar3;
  int *piVar4;
  
  *param_3 = (uchar *)0x0;
  *param_4 = 0;
  puVar1 = (uint *)(param_2 * 0x118 + *(int *)(this + 0x88));
  if (*puVar1 < 2) {
    piVar4 = (int *)0x0;
    puVar1 = (uint *)((int)param_1 + puVar1[0x45]);
    *param_3 = (uchar *)0x0;
    *param_4 = 0;
    if (this[0xbc] == (CSchema)0x0) {
      uVar3 = *puVar1;
    }
    else {
      piVar4 = (int *)((int)param_1 + *(int *)(this + 0xf4) + -0x10);
      uVar3 = *puVar1;
    }
    uVar2 = 0;
    if ((uVar3 != 0) && (uVar2 = 0, piVar4[2] != 0)) {
      *param_3 = (uchar *)(*piVar4 + puVar1[1]);
      *param_4 = *puVar1;
      return 1;
    }
  }
  else {
    *param_3 = (uchar *)((int)param_1 + puVar1[0x45]);
    uVar3 = *puVar1;
    if (((int)uVar3 < 0) || ((1 < (int)uVar3 && (7 < (int)uVar3)))) {
      uVar3 = 0;
    }
    else {
      uVar3 = puVar1[1];
    }
    *param_4 = uVar3;
    uVar2 = 1;
  }
  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)