L L4D2node

GCSDK::CSchemaFull::CheckSchema

0x00088de0 · 404 bytes · __thiscall

_ZN5GCSDK11CSchemaFull11CheckSchemaEPNS_7CSchemaEij

Decompiled

undefined (4 params)

/* GCSDK::CSchemaFull::CheckSchema(GCSDK::CSchema*, int, unsigned int) */

void __thiscall
GCSDK::CSchemaFull::CheckSchema(CSchemaFull *this,CSchema *param_1,int param_2,uint param_3)

{
  char cVar1;
  int iVar2;
  
  if (param_1 != (CSchema *)(*(int *)param_1 * 0x13c + *(int *)this)) {
    EmitError("sql","Table %s has a bad iTable\n",param_1 + 8);
  }
  if (param_2 != *(int *)(param_1 + 0x94)) {
    EmitError("sql","Badly formed table %s (blank line in schema def?)\n",param_1 + 8);
    iVar2 = LoggingSystem_LogAssert
                      ("%s (%d) : %s\n","/data/src/gcsdk/sqlaccess/schemafull.cpp",0x88,
                       "Assertion Failed: false");
    if (iVar2 == 1) {
      cVar1 = ShouldUseNewAssertDialog();
      if ((cVar1 == '\0') ||
         (cVar1 = DoNewAssertDialog("/data/src/gcsdk/sqlaccess/schemafull.cpp",0x88,
                                    "Assertion Failed: false"), cVar1 != '\0')) {
        raise(5);
      }
      _ExitOnFatalAssert("/data/src/gcsdk/sqlaccess/schemafull.cpp",0x88);
    }
  }
  if (*(uint *)(param_1 + 0xf4) != param_3) {
    EmitError("sql","Table %s has an inconsistent size (class = %d, schema = %d)\n",param_1 + 8,
              param_3,*(uint *)(param_1 + 0xf4));
    iVar2 = LoggingSystem_LogAssert
                      ("%s (%d) : %s\n","/data/src/gcsdk/sqlaccess/schemafull.cpp",0x91,
                       "Assertion Failed: false");
    if (iVar2 == 1) {
      cVar1 = ShouldUseNewAssertDialog();
      if ((cVar1 == '\0') ||
         (cVar1 = DoNewAssertDialog("/data/src/gcsdk/sqlaccess/schemafull.cpp",0x91,
                                    "Assertion Failed: false"), cVar1 != '\0')) {
        raise(5);
      }
      _ExitOnFatalAssert();
      return;
    }
  }
  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)