GCSDK::CSchema::BSetFieldData
0x0008d2a0 · 200 bytes · __thiscall
_ZN5GCSDK7CSchema13BSetFieldDataEPviPhjPb
Decompiled
undefined (6 params)
/* GCSDK::CSchema::BSetFieldData(void*, int, unsigned char*, unsigned int, bool*) */
undefined4 __thiscall
GCSDK::CSchema::BSetFieldData
(CSchema *this,void *param_1,int param_2,uchar *param_3,uint param_4,bool *param_5)
{
uint uVar1;
undefined4 uVar2;
uint uVar3;
uint *puVar4;
*param_5 = false;
puVar4 = (uint *)(param_2 * 0x118 + *(int *)(this + 0x88));
if (*puVar4 < 2) {
uVar2 = BSetVarField(this,param_1,(VarField_t *)((int)param_1 + puVar4[0x45]),param_3,param_4,
param_5,true);
}
else {
uVar3 = puVar4[1];
uVar2 = 0;
uVar1 = puVar4[0x45];
if (param_4 <= uVar3) {
if (param_4 != 0) {
_V_memcpy((void *)((int)param_1 + uVar1),param_3,param_4);
uVar3 = puVar4[1];
}
uVar2 = 1;
if (param_4 < uVar3) {
_V_memset((void *)(param_4 + (int)((int)param_1 + uVar1)),0,uVar3 - param_4);
return 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.