GCSDK::CColumnSet::BRemoveColumn
0x00091e50 · 121 bytes · __thiscall
_ZN5GCSDK10CColumnSet13BRemoveColumnEi
Decompiled
undefined (2 params)
/* GCSDK::CColumnSet::BRemoveColumn(int) */
undefined4 __thiscall GCSDK::CColumnSet::BRemoveColumn(CColumnSet *this,int param_1)
{
int *piVar1;
int iVar2;
int iVar3;
int iVar4;
iVar3 = *(int *)(this + 0xc);
if (iVar3 < 1) {
return 0;
}
piVar1 = *(int **)this;
iVar2 = 0;
if (*piVar1 != param_1) {
do {
iVar2 = iVar2 + 1;
if (iVar2 == iVar3) {
return 0;
}
} while (piVar1[iVar2] != param_1);
if (iVar2 < 0) {
return 0;
}
}
iVar4 = (iVar3 - iVar2) + -1;
if (0 < iVar4) {
_V_memmove(piVar1 + iVar2,piVar1 + iVar2 + 1,iVar4 * 4);
iVar3 = *(int *)(this + 0xc);
}
*(int *)(this + 0xc) = iVar3 + -1;
return 1;
}
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.