L L4D2node

GCSDK::CSchema::BCanConvertField

0x0008df90 · 354 bytes · __thiscall

_ZN5GCSDK7CSchema16BCanConvertFieldEPKcPiPPFvPvPKvE

Decompiled

undefined (4 params)

/* GCSDK::CSchema::BCanConvertField(char const*, int*, void (**)(void*, void const*)) */

bool __thiscall
GCSDK::CSchema::BCanConvertField
          (CSchema *this,char *param_1,int *param_2,_func_void_void_ptr_void_ptr *param_3)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = 0;
  *(undefined4 *)param_3 = 0;
  if (0 < *(int *)(this + 0x10c)) {
    do {
      iVar3 = _V_strcmp(param_1,(char *)(iVar2 * 0x80 + *(int *)(this + 0x100)));
      if (iVar3 == 0) {
        *param_2 = -1;
        return true;
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(int *)(this + 0x10c));
  }
  iVar3 = 0;
  iVar2 = 0;
  if (0 < *(int *)(this + 0x120)) {
    do {
      iVar1 = _V_strcmp(param_1,(char *)(*(int *)(this + 0x114) + iVar3));
      if (iVar1 == 0) {
        *param_2 = *(int *)(*(int *)(this + 0x114) + 0x80 + iVar3);
        return true;
      }
      iVar2 = iVar2 + 1;
      iVar3 = iVar3 + 0x84;
    } while (iVar2 < *(int *)(this + 0x120));
  }
  iVar3 = 0;
  iVar2 = 0;
  if (0 < *(int *)(this + 0x134)) {
    do {
      iVar1 = _V_strcmp(param_1,(char *)(*(int *)(this + 0x128) + iVar3));
      if (iVar1 == 0) {
        *param_2 = *(int *)(*(int *)(this + 0x128) + 0x80 + iVar3);
        *(undefined4 *)param_3 = *(undefined4 *)(*(int *)(this + 0x128) + 0x84 + iVar3);
        return true;
      }
      iVar2 = iVar2 + 1;
      iVar3 = iVar3 + 0x88;
    } while (iVar2 < *(int *)(this + 0x134));
  }
  iVar2 = FindIField(this,param_1);
  *param_2 = iVar2;
  return iVar2 != -1;
}

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)