GCSDK::CColumnSet::IsSet
0x00091ed0 · 58 bytes · __thiscall
_ZNK5GCSDK10CColumnSet5IsSetEi
Decompiled
undefined (2 params)
/* GCSDK::CColumnSet::IsSet(int) const */
uint __thiscall GCSDK::CColumnSet::IsSet(CColumnSet *this,int param_1)
{
uint uVar1;
if ((int)*(uint *)(this + 0xc) < 1) {
LAB_00091efc:
uVar1 = 0;
}
else if (**(int **)this == param_1) {
uVar1 = 1;
}
else {
uVar1 = 0;
do {
uVar1 = uVar1 + 1;
if (uVar1 == *(uint *)(this + 0xc)) goto LAB_00091efc;
} while ((*(int **)this)[uVar1] != param_1);
uVar1 = ~uVar1 >> 0x1f;
}
return uVar1;
}
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.