GCSDK::CRecordInfo::InitFromDSSchema
0x00094430 · 830 bytes · __thiscall
_ZN5GCSDK11CRecordInfo16InitFromDSSchemaEPNS_7CSchemaE
Decompiled
undefined (2 params)
/* GCSDK::CRecordInfo::InitFromDSSchema(GCSDK::CSchema*) */
void __thiscall GCSDK::CRecordInfo::InitFromDSSchema(CRecordInfo *this,CSchema *param_1)
{
void *pvVar1;
int iVar2;
undefined4 *puVar3;
int iVar4;
FKData_t *pFVar5;
CUtlVector<int,CUtlMemory<int,int>> *this_00;
int iVar6;
int *piVar7;
int local_20;
V_strncpy((char *)(this + 8),(char *)(param_1 + 8),0x81);
iVar4 = *(int *)(param_1 + 0x94);
if ((*(int *)(this + 0x94) < iVar4) && (-1 < *(int *)(this + 0x98))) {
*(int *)(this + 0x94) = iVar4;
if (*(void **)(this + 0x90) == (void *)0x0) {
pvVar1 = malloc(iVar4 * 0xa0);
*(void **)(this + 0x90) = pvVar1;
}
else {
pvVar1 = realloc(*(void **)(this + 0x90),iVar4 * 0xa0);
*(void **)(this + 0x90) = pvVar1;
}
}
else {
pvVar1 = *(void **)(this + 0x90);
}
*(void **)(this + 0xa0) = pvVar1;
if (0 < iVar4) {
iVar6 = 0;
do {
iVar2 = iVar6 * 0x118;
iVar6 = iVar6 + 1;
puVar3 = (undefined4 *)(iVar2 + *(int *)(param_1 + 0x88));
AddColumn(this,puVar3 + 0x24,iVar6,*puVar3,puVar3[1],puVar3[0x44],puVar3[2]);
} while (iVar6 != iVar4);
}
*(undefined4 *)(this + 0xc4) = *(undefined4 *)(param_1 + 4);
iVar4 = *(int *)(param_1 + 0xa8);
CUtlVector<GCSDK::FieldSet_t,CUtlMemory<GCSDK::FieldSet_t,int>>::SetCount
((CUtlVector<GCSDK::FieldSet_t,CUtlMemory<GCSDK::FieldSet_t,int>> *)(this + 200),iVar4);
local_20 = 0;
if (0 < iVar4) {
do {
piVar7 = (int *)(*(int *)(param_1 + 0x9c) + local_20 * 0xb0);
iVar6 = piVar7[3];
this_00 = (CUtlVector<int,CUtlMemory<int,int>> *)(local_20 * 0xb0 + *(int *)(this + 200));
*(undefined4 *)(this_00 + 0xc) = 0;
if (iVar6 != 0) {
CUtlVector<int,CUtlMemory<int,int>>::GrowVector(this_00,iVar6);
CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsRight(this_00,0,iVar6);
if (0 < iVar6) {
iVar2 = 0;
do {
*(undefined4 *)(*(int *)this_00 + iVar2 * 4) = *(undefined4 *)(*piVar7 + iVar2 * 4);
iVar2 = iVar2 + 1;
} while (iVar2 != iVar6);
}
}
iVar6 = piVar7[8];
*(undefined4 *)(this_00 + 0x20) = 0;
if (iVar6 != 0) {
CUtlVector<int,CUtlMemory<int,int>>::GrowVector(this_00 + 0x14,iVar6);
CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsRight(this_00 + 0x14,0,iVar6);
if (0 < iVar6) {
iVar2 = 0;
do {
*(undefined4 *)(*(int *)(this_00 + 0x14) + iVar2 * 4) =
*(undefined4 *)(piVar7[5] + iVar2 * 4);
iVar2 = iVar2 + 1;
} while (iVar2 != iVar6);
}
}
this_00[0x28] = *(CUtlVector<int,CUtlMemory<int,int>> *)(piVar7 + 10);
this_00[0x29] = *(CUtlVector<int,CUtlMemory<int,int>> *)((int)piVar7 + 0x29);
*(int *)(this_00 + 0x2c) = piVar7[0xb];
V_strncpy((char *)(this_00 + 0x30),(char *)(piVar7 + 0xc),0x80);
local_20 = local_20 + 1;
} while (local_20 != iVar4);
}
*(undefined4 *)(this + 0xe8) = *(undefined4 *)(param_1 + 0xfc);
iVar4 = *(int *)(param_1 + 0xd4);
*(undefined4 *)(this + 0xf8) = 0;
if (iVar4 != 0) {
CUtlVector<int,CUtlMemory<int,int>>::GrowVector
((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0xec),iVar4);
CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsRight
((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0xec),0,iVar4);
if (0 < iVar4) {
iVar6 = 0;
do {
*(undefined4 *)(*(int *)(this + 0xec) + iVar6 * 4) =
*(undefined4 *)(*(int *)(param_1 + 200) + iVar6 * 4);
iVar6 = iVar6 + 1;
} while (iVar6 != iVar4);
}
}
*(undefined4 *)(this + 0x100) = *(undefined4 *)(param_1 + 0xdc);
iVar4 = CSchema::GetFKCount(param_1);
if (0 < iVar4) {
iVar6 = 0;
do {
iVar2 = iVar6 + 1;
pFVar5 = (FKData_t *)CSchema::GetFKData(param_1,iVar6);
CUtlVector<GCSDK::FKData_t,CUtlMemory<GCSDK::FKData_t,int>>::InsertBefore
((CUtlVector<GCSDK::FKData_t,CUtlMemory<GCSDK::FKData_t,int>> *)(this + 0x104),
*(int *)(this + 0x110),pFVar5);
iVar6 = iVar2;
} while (iVar2 != iVar4);
}
PrepareForUse(this);
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.