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 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.