GCSDK::CColumnSet::AddToMessage
0x00091f70 · 121 bytes · __thiscall
_ZNK5GCSDK10CColumnSet12AddToMessageEPNS_10CMsgBase_tINS_12GCMsgHdrEx_tEEE
Decompiled
undefined (2 params)
/* GCSDK::CColumnSet::AddToMessage(GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>*) const */
void __thiscall GCSDK::CColumnSet::AddToMessage(CColumnSet *this,CMsgBase_t *param_1)
{
CColumnSet CVar1;
undefined1 uVar2;
int iVar3;
CVar1 = this[0xc];
CMsgBase_t<GCSDK::GCMsgHdrEx_t>::EnsurePacketSize((CMsgBase_t<GCSDK::GCMsgHdrEx_t> *)param_1,1);
*(CColumnSet *)(*(int *)(param_1 + 4) + *(int *)(param_1 + 0xc)) = CVar1;
*(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 1;
if (0 < *(int *)(this + 0xc)) {
iVar3 = 0;
do {
uVar2 = *(undefined1 *)(*(int *)this + iVar3 * 4);
iVar3 = iVar3 + 1;
CMsgBase_t<GCSDK::GCMsgHdrEx_t>::EnsurePacketSize
((CMsgBase_t<GCSDK::GCMsgHdrEx_t> *)param_1,1);
*(undefined1 *)(*(int *)(param_1 + 4) + *(int *)(param_1 + 0xc)) = uVar2;
*(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 1;
} while (iVar3 < *(int *)(this + 0xc));
}
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.