L L4D2node

GCSDK::CSchemaFull::SetITable

0x00088cf0 · 223 bytes · __thiscall

_ZN5GCSDK11CSchemaFull9SetITableEPNS_7CSchemaEi

Decompiled

undefined (3 params)

/* GCSDK::CSchemaFull::SetITable(GCSDK::CSchema*, int) */

void __thiscall GCSDK::CSchemaFull::SetITable(CSchemaFull *this,CSchema *param_1,int param_2)

{
  char cVar1;
  CSchema *pCVar2;
  int iVar3;
  int iVar4;
  
  iVar4 = 0;
  if (0 < *(int *)(this + 0xc)) {
    do {
      while (((pCVar2 = (CSchema *)(iVar4 * 0x13c + *(int *)this), param_1 == pCVar2 ||
              (*(int *)pCVar2 != param_2)) ||
             (iVar3 = LoggingSystem_LogAssert
                                ("%s (%d) : %s\n","/data/src/gcsdk/sqlaccess/schemafull.cpp",0x4c,
                                 "Duplicate iTable in schema definition.\n"), iVar3 != 1))) {
        iVar4 = iVar4 + 1;
        if (*(int *)(this + 0xc) <= iVar4) goto LAB_00088da0;
      }
      cVar1 = ShouldUseNewAssertDialog();
      if ((cVar1 == '\0') ||
         (cVar1 = DoNewAssertDialog("/data/src/gcsdk/sqlaccess/schemafull.cpp",0x4c,
                                    "Duplicate iTable in schema definition.\n"), cVar1 != '\0')) {
        raise(5);
      }
      iVar4 = iVar4 + 1;
      _ExitOnFatalAssert("/data/src/gcsdk/sqlaccess/schemafull.cpp",0x4c);
    } while (iVar4 < *(int *)(this + 0xc));
  }
LAB_00088da0:
  *(int *)param_1 = param_2;
  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.



        

        

          

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