L L4D2node

GCSDK::CSchema::AddRenameField

0x0008dc80 · 358 bytes · __thiscall

_ZN5GCSDK7CSchema14AddRenameFieldEPKcS2_

Decompiled

undefined (3 params)

/* GCSDK::CSchema::AddRenameField(char const*, char const*) */

void __thiscall GCSDK::CSchema::AddRenameField(CSchema *this,char *param_1,char *param_2)

{
  int iVar1;
  undefined4 uVar2;
  int iVar3;
  void *pvVar4;
  int iVar5;
  int iVar6;
  char *pcVar7;
  
  iVar1 = *(int *)(this + 0x120);
  iVar5 = *(int *)(this + 0x118);
  iVar6 = iVar1 + 1;
  if (iVar5 < iVar6) {
    iVar3 = *(int *)(this + 0x11c);
    if (-1 < iVar3) {
      if (iVar3 == 0) {
        if (iVar5 == 0) {
          if (iVar6 < 2) {
            iVar3 = 1;
            goto LAB_0008dd2f;
          }
          iVar5 = 1;
        }
        do {
          iVar3 = iVar5 * 2;
          if (iVar6 <= iVar3) break;
          iVar3 = iVar5 * 4;
          iVar5 = iVar3;
        } while (iVar3 < iVar6);
      }
      else {
        for (iVar3 = (iVar1 / iVar3 + 1) * iVar3; iVar3 < iVar6; iVar3 = (iVar3 + iVar6) / 2) {
        }
      }
LAB_0008dd2f:
      *(int *)(this + 0x118) = iVar3;
      if (*(void **)(this + 0x114) == (void *)0x0) {
        pvVar4 = malloc(iVar3 * 0x84);
        *(void **)(this + 0x114) = pvVar4;
      }
      else {
        pvVar4 = realloc(*(void **)(this + 0x114),iVar3 * 0x84);
        *(void **)(this + 0x114) = pvVar4;
        iVar6 = *(int *)(this + 0x120) + 1;
      }
      goto LAB_0008dca5;
    }
  }
  pvVar4 = *(void **)(this + 0x114);
LAB_0008dca5:
  *(int *)(this + 0x120) = iVar6;
  iVar6 = (iVar6 - iVar1) + -1;
  *(void **)(this + 0x124) = pvVar4;
  if (0 < iVar6) {
    _V_memmove((void *)((int)pvVar4 + iVar1 * 0x84 + 0x84),(void *)((int)pvVar4 + iVar1 * 0x84),
               iVar6 * 0x84);
    pvVar4 = *(void **)(this + 0x114);
  }
  pcVar7 = (char *)(iVar1 * 0x84 + (int)pvVar4);
  V_strncpy(pcVar7,param_1,0x80);
  uVar2 = FindIField(this,param_2);
  *(undefined4 *)(pcVar7 + 0x80) = uVar2;
  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)