GCSDK::CSchemaFull::AddRenameField
0x000894f0 · 193 bytes · __thiscall
_ZN5GCSDK11CSchemaFull14AddRenameFieldEPKcS2_S2_
Decompiled
undefined (4 params)
/* GCSDK::CSchemaFull::AddRenameField(char const*, char const*, char const*) */
void __thiscall
GCSDK::CSchemaFull::AddRenameField(CSchemaFull *this,char *param_1,char *param_2,char *param_3)
{
char cVar1;
int iVar2;
int iVar3;
iVar2 = FindITable(this,param_1);
if ((iVar2 == -1) &&
(iVar3 = LoggingSystem_LogAssert
("%s (%d) : %s\n","/data/src/gcsdk/sqlaccess/schemafull.cpp",0x118,
"Assertion Failed: k_iTableNil != iSchema"), iVar3 == 1)) {
cVar1 = ShouldUseNewAssertDialog();
if ((cVar1 == '\0') ||
(cVar1 = DoNewAssertDialog("/data/src/gcsdk/sqlaccess/schemafull.cpp",0x118,
"Assertion Failed: k_iTableNil != iSchema"), cVar1 != '\0')) {
raise(5);
}
_ExitOnFatalAssert("/data/src/gcsdk/sqlaccess/schemafull.cpp",0x118);
}
CSchema::AddRenameField((CSchema *)(iVar2 * 0x13c + *(int *)this),param_2,param_3);
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.