L L4D2node

GCSDK::SQLTypeFromField

0x00090810 · 302 bytes · __cdecl

_ZN5GCSDK16SQLTypeFromFieldERKNS_11CColumnInfoEPci

Decompiled

undefined (3 params)

/* GCSDK::SQLTypeFromField(GCSDK::CColumnInfo const&, char*, int) */

char * GCSDK::SQLTypeFromField(CColumnInfo *param_1,char *param_2,int param_3)

{
  undefined4 uVar1;
  
  uVar1 = *(undefined4 *)(param_1 + 0x84);
  *param_2 = '\0';
  switch(uVar1) {
  case 0:
    V_snprintf(param_2,param_3,"VARBINARY(%d)",*(undefined4 *)(param_1 + 0x94));
    return param_2;
  case 1:
    V_snprintf(param_2,param_3,"VARCHAR(%d)",*(undefined4 *)(param_1 + 0x94));
    return param_2;
  case 2:
    V_strncpy(param_2,"TINYINT",param_3);
    break;
  case 3:
    V_strncpy(param_2,"SMALLINT",param_3);
    return param_2;
  case 4:
    V_strncpy(param_2,"INT",param_3);
    return param_2;
  case 5:
    V_strncpy(param_2,"BIGINT",param_3);
    return param_2;
  case 6:
    V_strncpy(param_2,"REAL",param_3);
    return param_2;
  case 7:
    V_strncpy(param_2,"FLOAT",param_3);
    return param_2;
  }
  return param_2;
}

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)