L L4D2node

GCSDK::CRecordInfo::AddFK

0x00094400 · 41 bytes · __thiscall

_ZN5GCSDK11CRecordInfo5AddFKERKNS_8FKData_tE

Decompiled

undefined (2 params)

/* GCSDK::CRecordInfo::AddFK(GCSDK::FKData_t const&) */

void __thiscall GCSDK::CRecordInfo::AddFK(CRecordInfo *this,FKData_t *param_1)

{
  CUtlVector<GCSDK::FKData_t,CUtlMemory<GCSDK::FKData_t,int>>::InsertBefore
            ((CUtlVector<GCSDK::FKData_t,CUtlMemory<GCSDK::FKData_t,int>> *)(this + 0x104),
             *(int *)(this + 0x110),param_1);
  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)