GCSDK::CRecordInfo::AddFTSFields
0x00093700 · 136 bytes · __thiscall
_ZN5GCSDK11CRecordInfo12AddFTSFieldsER10CUtlVectorIi10CUtlMemoryIiiEE
Decompiled
undefined (2 params)
/* GCSDK::CRecordInfo::AddFTSFields(CUtlVector<int, CUtlMemory<int, int> >&) */
void __thiscall GCSDK::CRecordInfo::AddFTSFields(CRecordInfo *this,CUtlVector *param_1)
{
undefined4 *puVar1;
int iVar2;
undefined4 uVar3;
int iVar4;
iVar4 = 0;
if (0 < *(int *)(param_1 + 0xc)) {
do {
iVar2 = *(int *)(this + 0xf8);
uVar3 = *(undefined4 *)(*(int *)param_1 + iVar4 * 4);
CUtlVector<int,CUtlMemory<int,int>>::GrowVector
((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0xec),1);
CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsRight
((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0xec),iVar2,1);
puVar1 = (undefined4 *)(*(int *)(this + 0xec) + iVar2 * 4);
if (puVar1 != (undefined4 *)0x0) {
*puVar1 = uVar3;
}
iVar4 = iVar4 + 1;
} while (iVar4 < *(int *)(param_1 + 0xc));
}
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.