L L4D2node

GCSDK::AppendConstraint

0x00090c00 · 89 bytes · __regparm3

_ZN5GCSDK16AppendConstraintEPKcS1_ibbR8CFmtStrNILi8192EEi.part.22

Decompiled

undefined (7 params)

/* GCSDK::AppendConstraint(char const*, char const*, int, bool, bool, CFmtStrN<8192>&, int) [clone
   .part.22] */

void __regparm3
GCSDK::AppendConstraint
          (char *param_1,char *param_2,int param_3,bool param_4,bool param_5,CFmtStrN *param_6,
          int param_7)

{
  CFmtStrN<8192>::AppendFormat((CFmtStrN<8192> *)param_2," PRIMARY KEY ");
  if ((char)param_1 != '\0') {
    CFmtStrN<8192>::AppendFormat
              ((CFmtStrN<8192> *)param_2," CLUSTERED WITH (FILLFACTOR = %d) ",param_3);
    return;
  }
  CFmtStrN<8192>::AppendFormat((CFmtStrN<8192> *)param_2,"NONCLUSTERED");
  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)