L L4D2node

GCSDK::ConvertFieldToText

0x000909f0 · 464 bytes · __cdecl

_ZN5GCSDK18ConvertFieldToTextE10EGCSQLTypePhiPcib

Decompiled

undefined (6 params)

/* GCSDK::ConvertFieldToText(EGCSQLType, unsigned char*, int, char*, int, bool) */

void GCSDK::ConvertFieldToText
               (undefined4 param_1,double *param_2,int param_3,char *param_4,int param_5,
               char param_6)

{
  float fVar1;
  int in_GS_OFFSET;
  double dVar2;
  char local_410 [1024];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  switch(param_1) {
  case 0:
    V_strncpy(param_4,"0x",param_5);
    V_binarytohex((uchar *)param_2,param_3,param_4 + 2,param_5 + -2);
    break;
  case 1:
    if ((param_2 == (double *)0x0) || (*(char *)param_2 == '\0')) {
      if (param_6 == '\0') {
        V_strncpy(param_4,"",param_5);
      }
      else {
        V_strncpy(param_4,"\'\'",param_5);
      }
    }
    else {
      _V_memcpy(local_410,param_2,param_3);
      local_410[param_3] = '\0';
      if (param_6 == '\0') {
        V_strncpy(param_4,local_410,param_5);
      }
      else {
        EscapeStringValue(local_410,0x400);
        V_snprintf(param_4,param_5,"\'%s\'",local_410);
      }
    }
    break;
  case 2:
    fVar1 = (float)(uint)*(byte *)param_2;
    goto LAB_00090a23;
  case 3:
    fVar1 = (float)(int)*(short *)param_2;
    goto LAB_00090a23;
  case 4:
    fVar1 = *(float *)param_2;
LAB_00090a23:
    V_snprintf(param_4,param_5,"%d",fVar1);
    break;
  case 5:
    V_snprintf(param_4,param_5,"%lld",*(float *)param_2,*(float *)((int)param_2 + 4));
    break;
  case 6:
    dVar2 = (double)*(float *)param_2;
    goto LAB_00090a6d;
  case 7:
    dVar2 = *param_2;
LAB_00090a6d:
    V_snprintf(param_4,param_5,"%f",dVar2);
  }
  if (local_10 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)