GCSDK::CSchema::BGetVarField
0x0008ced0 · 86 bytes · __thiscall
_ZNK5GCSDK7CSchema12BGetVarFieldEPKvPKNS_10VarField_tEPPhPj
Decompiled
undefined (5 params)
/* GCSDK::CSchema::BGetVarField(void const*, GCSDK::VarField_t const*, unsigned char**, unsigned
int*) const */
undefined4 __thiscall
GCSDK::CSchema::BGetVarField
(CSchema *this,void *param_1,VarField_t *param_2,uchar **param_3,uint *param_4)
{
undefined4 uVar1;
int *piVar2;
piVar2 = (int *)0x0;
*param_3 = (uchar *)0x0;
*param_4 = 0;
if (this[0xbc] != (CSchema)0x0) {
piVar2 = (int *)((int)param_1 + *(int *)(this + 0xf4) + -0x10);
}
uVar1 = 0;
if ((*(int *)param_2 != 0) && (piVar2[2] != 0)) {
*param_3 = (uchar *)(*piVar2 + *(int *)(param_2 + 4));
*param_4 = *(uint *)param_2;
uVar1 = 1;
}
return uVar1;
}
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.