GCSDK::CColumnSet::BAddColumn
0x00091ff0 · 104 bytes · __thiscall
_ZN5GCSDK10CColumnSet10BAddColumnEi
Decompiled
undefined (2 params)
/* GCSDK::CColumnSet::BAddColumn(int) */
undefined4 __thiscall GCSDK::CColumnSet::BAddColumn(CColumnSet *this,int param_1)
{
int iVar1;
int iVar2;
iVar1 = *(int *)(this + 0xc);
if (0 < iVar1) {
if (param_1 == **(int **)this) {
return 0;
}
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == iVar1) goto LAB_0009201c;
} while (param_1 != (*(int **)this)[iVar2]);
if (-1 < iVar2) {
return 0;
}
}
LAB_0009201c:
if ((-1 < param_1) && (param_1 < *(int *)(*(int *)(this + 0x14) + 0x9c))) {
CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
((CUtlVector<int,CUtlMemory<int,int>> *)this,iVar1,¶m_1);
return 1;
}
return 0;
}
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.