L L4D2node

GCSDK::BuildInsertStatementText

0x00090e10 · 291 bytes · __cdecl

_ZN5GCSDK24BuildInsertStatementTextEP8CFmtStrNILi1024EEPKNS_11CRecordInfoE

Decompiled

undefined (2 params)

/* GCSDK::BuildInsertStatementText(CFmtStrN<1024>*, GCSDK::CRecordInfo const*) */

void GCSDK::BuildInsertStatementText(CFmtStrN *param_1,CRecordInfo *param_2)

{
  int iVar1;
  bool bVar2;
  char *pcVar3;
  int iVar4;
  
  CFmtStrN<1024>::sprintf((CFmtStrN<1024> *)param_1,"INSERT INTO %s (",param_2 + 8);
  iVar1 = *(int *)(param_2 + 0x9c);
  if (iVar1 < 1) {
    CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1,") VALUES (");
  }
  else {
    iVar4 = 0;
    bVar2 = false;
    do {
      pcVar3 = (char *)(iVar4 * 0xa0 + *(int *)(param_2 + 0x90));
      if ((pcVar3[0x88] & 8U) == 0) {
        if (bVar2) {
          CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1,", ");
        }
        CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1,pcVar3);
        bVar2 = true;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 != iVar1);
    CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1,") VALUES (");
    iVar4 = 0;
    bVar2 = false;
    do {
      if ((*(byte *)(iVar4 * 0xa0 + *(int *)(param_2 + 0x90) + 0x88) & 8) == 0) {
        if (bVar2) {
          CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1,", ");
        }
        CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1,"?");
        bVar2 = true;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 != iVar1);
  }
  CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1,")");
  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)