GCSDK::CRecordInfo::BHasIdentity
0x00092f30 · 75 bytes · __thiscall
_ZNK5GCSDK11CRecordInfo12BHasIdentityEv
Decompiled
undefined (1 param)
/* GCSDK::CRecordInfo::BHasIdentity() const */
undefined4 __thiscall GCSDK::CRecordInfo::BHasIdentity(CRecordInfo *this)
{
uint uVar1;
int iVar2;
uint *puVar3;
if (*(int *)(this + 0x9c) < 1) {
return 0;
}
if ((*(byte *)(*(int *)(this + 0x90) + 0x88) & 8) == 0) {
puVar3 = (uint *)(*(int *)(this + 0x90) + 0x128);
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == *(int *)(this + 0x9c)) {
return 0;
}
uVar1 = *puVar3;
puVar3 = puVar3 + 0x28;
} while ((uVar1 & 8) == 0);
}
return 1;
}
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.