L L4D2node

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 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)