GCSDK::CSchema::SetFieldRandom
0x0008d3b0 · 547 bytes · __thiscall
_ZN5GCSDK7CSchema14SetFieldRandomEPhiPbb
Decompiled
undefined (5 params)
/* GCSDK::CSchema::SetFieldRandom(unsigned char*, int, bool*, bool) */
void __thiscall
GCSDK::CSchema::SetFieldRandom(CSchema *this,uchar *param_1,int param_2,bool *param_3,bool param_4)
{
uchar uVar1;
undefined1 uVar2;
uint uVar3;
uint *puVar4;
int iVar5;
uint uVar6;
undefined1 *puVar7;
undefined1 *puVar8;
int in_GS_OFFSET;
undefined1 *local_244;
undefined1 auStack_221 [513];
int local_20;
puVar4 = (uint *)(param_2 * 0x118 + *(int *)(this + 0x88));
*param_3 = false;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (*puVar4 == 1) {
uVar3 = UNRandFast();
uVar6 = puVar4[1];
uVar3 = uVar3 % uVar6;
if (uVar3 != 0) {
uVar6 = 0;
do {
iVar5 = puVar4[0x45] + uVar6;
uVar6 = uVar6 + 1;
uVar1 = CHRandFast();
param_1[iVar5] = uVar1;
} while (uVar6 != uVar3);
uVar6 = puVar4[1];
}
if (uVar3 < uVar6) {
do {
uVar6 = uVar3 + 1;
param_1[puVar4[0x45] + uVar3] = '\0';
uVar3 = uVar6;
} while (uVar6 < puVar4[1]);
}
}
else if (*puVar4 < 2) {
uVar6 = UNRandFast();
uVar6 = uVar6 & 0x1ff;
if (*puVar4 == 1) {
if (uVar6 != 1) {
puVar8 = auStack_221 + 1;
do {
uVar2 = CHRandFast();
puVar7 = puVar8 + 1;
*puVar8 = uVar2;
puVar8 = puVar7;
} while (puVar7 != auStack_221 + uVar6);
}
auStack_221[uVar6] = 0;
}
else if (uVar6 != 0) {
puVar8 = auStack_221 + 1;
do {
uVar2 = UNRandFast();
puVar7 = puVar8 + 1;
*puVar8 = uVar2;
puVar8 = puVar7;
} while (puVar7 != auStack_221 + 1 + uVar6);
}
local_244 = auStack_221 + 1;
BSetVarField(this,param_1,(VarField_t *)(param_1 + puVar4[0x45]),local_244,uVar6,param_3,param_4
);
}
else {
uVar6 = 0;
if (puVar4[1] != 0) {
do {
iVar5 = puVar4[0x45] + uVar6;
uVar6 = uVar6 + 1;
uVar1 = UNRandFast();
param_1[iVar5] = uVar1;
} while (uVar6 < puVar4[1]);
}
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return;
}
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.