L L4D2node

GCSDK::CRecordInfo::AddIndex

0x00093a70 · 515 bytes · __thiscall

_ZN5GCSDK11CRecordInfo8AddIndexERKNS_10FieldSet_tE

Decompiled

undefined (2 params)

/* GCSDK::CRecordInfo::AddIndex(GCSDK::FieldSet_t const&) */

int __thiscall GCSDK::CRecordInfo::AddIndex(CRecordInfo *this,FieldSet_t *param_1)

{
  char cVar1;
  CUtlVector<int,CUtlMemory<int,int>> *this_00;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar3 = *(int *)(this + 0xd4);
  if (0 < iVar3) {
    iVar2 = 0;
    iVar4 = 0;
    do {
      cVar1 = FieldSet_t::CompareFieldSets
                        (param_1,this,(FieldSet_t *)(*(int *)(this + 200) + iVar2),this);
      if (cVar1 != '\0') {
        return -1;
      }
      iVar3 = *(int *)(this + 0xd4);
      iVar4 = iVar4 + 1;
      iVar2 = iVar2 + 0xb0;
    } while (iVar4 < iVar3);
  }
  CUtlVector<GCSDK::FieldSet_t,CUtlMemory<GCSDK::FieldSet_t,int>>::GrowVector
            ((CUtlVector<GCSDK::FieldSet_t,CUtlMemory<GCSDK::FieldSet_t,int>> *)(this + 200),1);
  CUtlVector<GCSDK::FieldSet_t,CUtlMemory<GCSDK::FieldSet_t,int>>::ShiftElementsRight
            ((CUtlVector<GCSDK::FieldSet_t,CUtlMemory<GCSDK::FieldSet_t,int>> *)(this + 200),iVar3,1
            );
  this_00 = (CUtlVector<int,CUtlMemory<int,int>> *)(iVar3 * 0xb0 + *(int *)(this + 200));
  if (this_00 == (CUtlVector<int,CUtlMemory<int,int>> *)0x0) {
    return iVar3;
  }
  *(undefined4 *)this_00 = 0;
  *(undefined4 *)(this_00 + 4) = 0;
  *(undefined4 *)(this_00 + 8) = 0;
  *(undefined4 *)(this_00 + 0xc) = 0;
  *(undefined4 *)(this_00 + 0x10) = 0;
  *(undefined4 *)(this_00 + 0x14) = 0;
  *(undefined4 *)(this_00 + 0x18) = 0;
  *(undefined4 *)(this_00 + 0x1c) = 0;
  *(undefined4 *)(this_00 + 0x20) = 0;
  *(undefined4 *)(this_00 + 0x24) = 0;
  iVar2 = *(int *)(param_1 + 0xc);
  if (iVar2 != 0) {
    CUtlVector<int,CUtlMemory<int,int>>::GrowVector(this_00,iVar2);
    CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsRight(this_00,0,iVar2);
    if (0 < iVar2) {
      iVar4 = 0;
      do {
        *(undefined4 *)(*(int *)this_00 + iVar4 * 4) = *(undefined4 *)(*(int *)param_1 + iVar4 * 4);
        iVar4 = iVar4 + 1;
      } while (iVar4 != iVar2);
    }
  }
  iVar2 = *(int *)(param_1 + 0x20);
  *(undefined4 *)(this_00 + 0x20) = 0;
  if (iVar2 != 0) {
    CUtlVector<int,CUtlMemory<int,int>>::GrowVector(this_00 + 0x14,iVar2);
    CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsRight(this_00 + 0x14,0,iVar2);
    if (0 < iVar2) {
      iVar4 = 0;
      do {
        *(undefined4 *)(*(int *)(this_00 + 0x14) + iVar4 * 4) =
             *(undefined4 *)(*(int *)(param_1 + 0x14) + iVar4 * 4);
        iVar4 = iVar4 + 1;
      } while (iVar4 != iVar2);
    }
  }
  this_00[0x28] = *(CUtlVector<int,CUtlMemory<int,int>> *)(param_1 + 0x28);
  this_00[0x29] = *(CUtlVector<int,CUtlMemory<int,int>> *)(param_1 + 0x29);
  *(undefined4 *)(this_00 + 0x2c) = *(undefined4 *)(param_1 + 0x2c);
                    /* try { // try from 00093bb8 to 00093c5b has its CatchHandler @ 00093c8b */
  V_strncpy((char *)(this_00 + 0x30),(char *)(param_1 + 0x30),0x80);
  return iVar3;
}

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)