GCSDK::CRecordInfo::PrepareForUse
0x00092e80 · 115 bytes · __thiscall
_ZN5GCSDK11CRecordInfo13PrepareForUseEv
Decompiled
undefined (1 param)
/* GCSDK::CRecordInfo::PrepareForUse() */
void __thiscall GCSDK::CRecordInfo::PrepareForUse(CRecordInfo *this)
{
int iVar1;
int iVar2;
this[0xe0] = (CRecordInfo)0x1;
if (0 < *(int *)(this + 0x9c)) {
iVar1 = *(int *)(this + 0x90);
iVar2 = *(int *)(this + 0x9c) * 0xa0 + iVar1;
do {
if (1 < *(uint *)(iVar1 + 0x84)) {
*(int *)(this + 0xdc) = *(int *)(this + 0xdc) + *(int *)(iVar1 + 0x90);
}
if ((*(byte *)(iVar1 + 0x88) & 4) != 0) {
*(uint *)(this + 0xc0) = 2 - (uint)(*(int *)(this + 0xc0) == 0);
}
iVar1 = iVar1 + 0xa0;
} while (iVar1 != iVar2);
}
this[0xe1] = (CRecordInfo)0x1;
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.