L L4D2node

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 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)