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 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.