GCSDK::BuildUpdateStatementText
0x00091080 · 136 bytes · __cdecl
_ZN5GCSDK24BuildUpdateStatementTextEP8CFmtStrNILi1024EERKNS_10CColumnSetE
Decompiled
undefined (2 params)
/* GCSDK::BuildUpdateStatementText(CFmtStrN<1024>*, GCSDK::CColumnSet const&) */
void GCSDK::BuildUpdateStatementText(CFmtStrN *param_1,CColumnSet *param_2)
{
uint uVar1;
char *pcVar2;
uint uVar3;
uVar3 = 0;
CFmtStrN<1024>::sprintf((CFmtStrN<1024> *)param_1,"UPDATE %s SET ",*(int *)(param_2 + 0x14) + 8);
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,", ");
}
uVar3 = uVar3 + 1;
CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1,pcVar2);
CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1," = ?");
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.