L L4D2node

GCSDK::BuildSelectStatementText

0x00090f40 · 160 bytes · __cdecl

_ZN5GCSDK24BuildSelectStatementTextEP8CFmtStrNILi1024EERKNS_10CColumnSetE

Decompiled

undefined (2 params)

/* GCSDK::BuildSelectStatementText(CFmtStrN<1024>*, GCSDK::CColumnSet const&) */

void GCSDK::BuildSelectStatementText(CFmtStrN *param_1,CColumnSet *param_2)

{
  bool bVar1;
  uint uVar2;
  char *pcVar3;
  uint uVar4;
  
  uVar4 = 0;
  CFmtStrN<1024>::sprintf((CFmtStrN<1024> *)param_1,"%s","SELECT ");
  bVar1 = false;
  while( true ) {
    uVar2 = CColumnSet::GetColumnCount(param_2);
    if (uVar2 <= uVar4) break;
    pcVar3 = (char *)CColumnSet::GetColumnInfo(param_2,uVar4);
    if (bVar1) {
      CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1,", ");
    }
    uVar4 = uVar4 + 1;
    CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1,pcVar3);
    bVar1 = true;
  }
  CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1," FROM ");
  CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1,(char *)(*(int *)(param_2 + 0x14) + 8));
  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)