L L4D2node

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 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)