GCSDK::AppendConstraint
0x00090c60 · 135 bytes · __cdecl
_ZN5GCSDK16AppendConstraintEPKcS1_ibbR8CFmtStrNILi8192EEi
Decompiled
undefined (7 params)
/* GCSDK::AppendConstraint(char const*, char const*, int, bool, bool, CFmtStrN<8192>&, int) */
void GCSDK::AppendConstraint
(char *param_1,char *param_2,int param_3,bool param_4,bool param_5,CFmtStrN *param_6,
int param_7)
{
undefined3 in_stack_00000011;
if (param_3 == 4) {
CFmtStrN<8192>::AppendFormat
((CFmtStrN<8192> *)param_6," CONSTRAINT %s_%s_PrimaryKey",param_1,param_2);
if (param_4) {
AppendConstraint((char *)(uint)param_5,(char *)param_6,param_7,param_1._0_1_,param_2._0_1_,
(CFmtStrN *)0x4,_param_4);
return;
}
}
else if (param_3 == 8) {
CFmtStrN<8192>::AppendFormat((CFmtStrN<8192> *)param_6," IDENTITY");
return;
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.