L L4D2node

GCSDK::CSchema::FixupDeserializedRecord

0x0008d380 · 35 bytes · __thiscall

_ZN5GCSDK7CSchema23FixupDeserializedRecordEPv

Decompiled

undefined (2 params)

/* GCSDK::CSchema::FixupDeserializedRecord(void*) */

void __thiscall GCSDK::CSchema::FixupDeserializedRecord(CSchema *this,void *param_1)

{
  if (this[0xbc] != (CSchema)0x0) {
    *(int *)((int)param_1 + *(int *)(this + 0xf4) + -0x10) = (int)param_1 + *(int *)(this + 0xf4);
  }
  return;
}

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)