L L4D2node

GCSDK::BuildWhereClauseText

0x00090ff0 · 134 bytes · __cdecl

_ZN5GCSDK20BuildWhereClauseTextEP8CFmtStrNILi1024EERKNS_10CColumnSetE

Decompiled

undefined (2 params)

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

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

{
  uint uVar1;
  char *pcVar2;
  uint uVar3;
  
  uVar3 = 0;
  CFmtStrN<1024>::sprintf((CFmtStrN<1024> *)param_1,"%s",&DAT_000b2b65);
  while( true ) {
    uVar1 = CColumnSet::GetColumnCount(param_2);
    if (uVar1 <= uVar3) break;
    pcVar2 = (char *)CColumnSet::GetColumnInfo(param_2,uVar3);
    if (uVar3 != 0) {
      CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1," AND ");
    }
    uVar3 = uVar3 + 1;
    CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1,pcVar2);
    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)