L L4D2node

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 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)