L L4D2node

GCSDK::CSchema::UniqueFields

0x0008f910 · 49 bytes · __thiscall

_ZN5GCSDK7CSchema12UniqueFieldsEPKcS2_

Decompiled

undefined (3 params)

/* GCSDK::CSchema::UniqueFields(char const*, char const*) */

void __thiscall GCSDK::CSchema::UniqueFields(CSchema *this,char *param_1,char *param_2)

{
  AddIndexToFieldList(this,param_2,param_1,3,0);
  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)