L L4D2node

GCSDK::CSchemaFull::AddAlterField

0x000895c0 · 226 bytes · __thiscall

_ZN5GCSDK11CSchemaFull13AddAlterFieldEPKcS2_S2_PFvPvPKvE

Decompiled

undefined (5 params)

/* GCSDK::CSchemaFull::AddAlterField(char const*, char const*, char const*, void (*)(void*, void
   const*)) */

void __thiscall
GCSDK::CSchemaFull::AddAlterField
          (CSchemaFull *this,char *param_1,char *param_2,char *param_3,
          _func_void_void_ptr_void_ptr *param_4)

{
  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",0x125,
                         "Assertion Failed: k_iTableNil != iSchema"), iVar3 == 1)) {
    cVar1 = ShouldUseNewAssertDialog();
    if ((cVar1 == '\0') ||
       (cVar1 = DoNewAssertDialog("/data/src/gcsdk/sqlaccess/schemafull.cpp",0x125,
                                  "Assertion Failed: k_iTableNil != iSchema"), cVar1 != '\0')) {
      raise(5);
    }
    _ExitOnFatalAssert("/data/src/gcsdk/sqlaccess/schemafull.cpp",0x125);
  }
  CSchema::AddAlterField((CSchema *)(iVar2 * 0x13c + *(int *)this),param_2,param_3,param_4);
  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)