L L4D2node

GCSDK::AppendConstraints

0x00090d00 · 195 bytes · __cdecl

_ZN5GCSDK17AppendConstraintsEPKNS_11CRecordInfoEPKNS_11CColumnInfoEbR8CFmtStrNILi8192EE

Decompiled

undefined (4 params)

/* GCSDK::AppendConstraints(GCSDK::CRecordInfo const*, GCSDK::CColumnInfo const*, bool,
   CFmtStrN<8192>&) */

void GCSDK::AppendConstraints
               (CRecordInfo *param_1,CColumnInfo *param_2,bool param_3,CFmtStrN *param_4)

{
  int iVar1;
  uint uVar2;
  
  uVar2 = *(uint *)(param_2 + 0x88);
  if ((uVar2 & 4) != 0) {
    if (param_3) {
      CFmtStrN<8192>::AppendFormat((CFmtStrN<8192> *)param_4," NOT NULL");
      iVar1 = *(int *)(param_1 + 0xc0);
      uVar2 = *(uint *)(param_2 + 0x88);
    }
    else {
      iVar1 = *(int *)(param_1 + 0xc0);
    }
    if (iVar1 == 1) {
      AppendConstraint((char *)(param_1 + 8),(char *)param_2,4,param_3,
                       (bool)((byte)(uVar2 >> 4) & 1),param_4,
                       *(int *)(*(int *)(param_1 + 0xc4) * 0xb0 + *(int *)(param_1 + 200) + 0x2c));
      uVar2 = *(uint *)(param_2 + 0x88);
    }
  }
  if ((uVar2 & 8) != 0) {
    CFmtStrN<8192>::AppendFormat((CFmtStrN<8192> *)param_4," 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)