L L4D2node

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 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)