GCSDK::CSchema::InitRecordRandom
0x0008d5e0 · 113 bytes · __thiscall
_ZN5GCSDK7CSchema16InitRecordRandomEPhjPbb
Decompiled
undefined (5 params)
/* GCSDK::CSchema::InitRecordRandom(unsigned char*, unsigned int, bool*, bool) */
void __thiscall
GCSDK::CSchema::InitRecordRandom
(CSchema *this,uchar *param_1,uint param_2,bool *param_3,bool param_4)
{
int iVar1;
bool local_1d [13];
if (0 < *(int *)(this + 0x94)) {
iVar1 = 0;
do {
local_1d[0] = false;
SetFieldRandom(this,param_1,iVar1,local_1d,param_4);
if (local_1d[0] != false) {
param_4 = true;
*param_3 = true;
}
iVar1 = iVar1 + 1;
} while (iVar1 < *(int *)(this + 0x94));
}
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.