L L4D2node

GCSDK::CSchema::PrimaryKeys

0x0008f880 · 80 bytes · __thiscall

_ZN5GCSDK7CSchema11PrimaryKeysEbiPKc

Decompiled

undefined (4 params)

/* GCSDK::CSchema::PrimaryKeys(bool, int, char const*) */

void __thiscall GCSDK::CSchema::PrimaryKeys(CSchema *this,bool param_1,int param_2,char *param_3)

{
  int iVar1;
  
  iVar1 = AddIndexToFieldList(this,param_3,(char *)0x0,(-(uint)!param_1 & 0xfffffff0) + 0x17,param_2
                             );
  if (iVar1 != -1) {
    *(undefined4 *)(this + 0xc0) = 2;
    *(int *)(this + 4) = iVar1;
  }
  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)